Havem Multiversal Collective

Story by Nathmurr on SoFurry

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My apologies, this is not a story. Well, I mean, you might find little bits of tiny stories hidden in some History categories, but overall, it's mostly blunt information roughly in the form of a compendium.

I tried updating this in my journal, but SoFurry's capacity couldn't pull that off. Now I'm trying this other format of uploading, while hoping that the story format will do better than the journal category when it comes to uploading obscene amounts of information. This upload's entirety is only half of the metaphorical iceberg, so I may update this later on. Let's hope SoFurry can hold it down the next time I violently cram millions of letters down its throat.


~Awesomely Fantastical Compendium~

Throughout The Havem Universe(s):

The Omniorb: An all-powerful white orb located at the center of the Marvelir System, inside a portal which connects to infinite realities. It attunes itself with the infinite Multiverse and grants it's owner unlimited power beyond comprehension. However, it is only half of itself, and it's other half resides in a place that is unknown to most Universes. It's other half grants infinite knowledge and omniscience to all things, and not much is known about it, including it's name. The Omniorb is protected by more than trillions of entities, creatures, guardians and almost God-like beings.

Altoms: Sentient and intelligent atoms imbued with magic. The atoms use this magic, which replaces and/or takes away protons, neutrons and electrons. The atoms can collectively reconfigure themselves independently into whatever they want to. Regular atoms can be given this effect by using a spell called 'Altomic Energy'. Magic users with masterful experience can control whatever the Altoms do.

Berylgen: A liquid element which cannot be evaporated or frozen, no matter how hot or cold it's temperature gets. It's made of one Tylpotene atom, and two Lygrogen atoms. There's no possible limit as to how hot or cold it's temperature can rise or drop. It's immune to electricity, and is extremely easy to swim in.

Tylpotene: An atom of an element.

1 Proton, 0 Neutrons

Atomic Mass: 1.0087

Density: .09465 g/cm3

Electrons: 1s1

Melting point: None

Boiling point: None

Lygrogen: An atom of an element.

8 Protons, 8 Neutrons

Atomic mass: 16.0005

Density: 2.13 g/cm3

Electrons: 2s2 2p4

Melting point: None

Boiling point: None

Gelderthine: An atom of an element.

12 Protons, 8 Neutrons

Atomic mass: 175.009

Density: 8.3 g/cm3

Electrons: 8s16 4p8

Melting point: 70,000 Degrees Fahrenheit

Boiling point: None

Crystal Corrosion: A type of fuel that can be treated into solid, liquid, or gas form. It's solid counterparts include igneous, metamorphic, and especially crystalline. The material is suspected to have anomalous properties, having been thoroughly studied for logical scientific conclusions, only to confuse the best researchers across space. It's known for its strange and beneficial sequence of degradation, whereas Crystal Corrosion grows more and more efficient as a fuel source with the progression of time. The process of aging inherently improves its quality on presumably supernatural levels. Ancient varieties over billions of Years old can be administered with just one drop into a 10 gallon unit of water, which then serves as a superior fuel source, even after excessive dilution. The most perplexing aspect is the benefits it offers to biological health. The microscopic crystalline structures form intelligent patterns, and tend to act differently when observed. This serves as proof that it's alive in some way, with sentience akin to a plant. Research has concluded that the substance is in favor of fire, and actively seeks it out when in extremely close range. This intelligence is integrated into a lifeform's body when eaten, absorbed, or injected, and causes hosts to become exceptionally healthy, though at the cost of one's diet becoming safely acclimated to devouring fire. The dietary change is non-lethal, and has even been preferred in contrast to relatively normal diets. There are no adverse or harmful side-effects. The substance's biological effects wear off after roughly 70-110 Years depending on the Crystal Corrosion's age.

Blue Magma: Magma hotter than any other in the Havem Universe. It's not only the hottest, but ironically the least deadly. It can only inflict unimaginable pain beyond what is physically possible, but doesn't damage living tissue. The twisted upside to this magma; If anyone bathes in it, their mortality will be kept preserved for as long as they're inside, keeping them painfully alive.

Marvelir Rose: Grows on the Marvelir System's Sun. Not particularly rare or endangered, but still the hardest plant to find in the Marvelir System. The black rose gives off a blue luminescence. It's known to cure many diseases just from exposure to its radiance. Eating it will cure any physical/mental detriment, no matter what.

OmniMineral / Omnicrystal: A crystal (And sometimes mineral) that grows in random locations throughout the Havem Universe. Different varieties exist, many holding different cosmic powers. Some can recite your thoughts out loud, some provide infinite amounts of any type of matter, some illuminate the dark, give superpowers, bring back the dead, increase or decrease gravity. Some work as gateways to other areas across the Universe/Multiverse. Some may cause time-space distortions, while others may effect the weather in various ways. There's no telling what these crystals may do once they're approached. Some type 3 civilizations say these mysterious crystals are special gifts from a group of Unknown Gods.

Death-Pass: A somewhat heavy black coin, decorated with a real skull at the front. The back of the coin has a mark of a flower carved into it, which symbolizes life. The coin comes from an entity named Felreap, the Havem-747 Universe's assumed Goddess, and Gaurdian of Death. These coins prevent any harm or death from befalling any living being, as long as that being is at an inevitably certain fate of being killed. In other words, if death is unavoidable, the coin will erase that circumstance. These priceless coins usually only work once a Week, but can be altered by Felreap to work at any other time span.

Freebite: A special amulet that grants the owner any kind of sustenance they wish for, as long as the wisher can eat it as food. It has the appearance of a small golden plate with an infinity symbol in the center. It has a small hole at the top which allows one to put threading through it.

Lethoral Vessel: A necklace with an empty see-through vessel, roughly the size of a chicken egg. It's a small cylindrical canister made of a special transparent material which has many mystifying qualities. The vessel itself possesses the magical power to create any liquid, and in infinite amounts. It does this via the mental command or desire of the owner, allowing fully understood comprehension of what is asked of it. After one liquid is done being used, it completely clears itself from the inside, leaving no trace of the previous liquid whatsoever. Then it can be reused again. This powerful item can be forged by using blue magma from Planet RueHark, and certain types of "OmiMinerals".

Pecûniator: A Megacomputer that's used by the Demi-Gods/Demi-Goddesses of each System in order to create or receive any type of currency from any part of the Universe or Multiverse. Typing isn't necessary since all one has to do is touch the megacomputer. However, there's still a keyboard, just in case typing is preferred. The computer senses what one needs in currency, then produces the needed amounts. It can print out thin holographic discs that store the currency in a digital realm, just in case one cannot hold all of the money. The holographic discs are like touch-screens, and can be used to select how much money is to be withdrawn. The money is produced by a projecting beam of light coming from the discs. The discs can be set to infinite cash through the Megacomputer's programming, but "only for emergencies". The Pecûniator was invented by Cosmo Caprinius, who is the Marvelir System's Demi-God of finance.

Purity Flame: A beautiful blue and white flame with a dazzling radiance. It's produced by the quadrupedal Demi-Goddess Dragoness, Dreknah. When she creates these flames, they last for all eternity. They cleanse and burn only that which is evil, but leave all other things, entities, and creatures safe. It cannot be put out by any means, but is still able to be redistributed. When the Purity Flame spreads, it blesses whatever/whomever it touches with holy energy. Evil, and powers produced by evil can also be destroyed by the Purity Flame.

Mortal's First Omniversal Door Kit: Named and created by a Demi-Goddess Snake named Repateel, the protector of time and space. An enchanted wooden box which contains a kit for establishing portals. The box cannot be destroyed, and neither can the tools inside. There's a crystal doorknob inside which has a small button in the middle. Just treat it like a regular door, press the button while thinking about where (and/or what time period) you want to go to, and it'll take you there. There's also a metallic opalescent stamp inside of the box. The stamp has a lock symbol on it, and never runs out of ink. When stamped on any opening, the stamp's mark will prevent that opening from ever being opened. Re-stamping in the same spot will remove the mark. A seemingly ordinary white marble is also presented inside of the box. The marble is a morphable object that turns into any key in existence. If the needed "key" is something like a passcode, then it'll simply enter the passcode automatically, thereby granting access. The marble unlocks the door by itself, just in case it's a tricky lock. There's also a red booklet of instructions, telling the owner how the kit works. Losing the box's contents shouldn't be a problem, considering they'll just reappear back into the box anyways. Whoever owns the box will never be able to permanently lose it if they're willing to keep it.

Bibliohap: A special book created by the Aviary Demi-Goddess of good luck. It's contents are blank, and a new page appears the moment a page is filled with writing. It's a white book studded with emeralds and adorned with glowing white peacock feathers. Writing a name in the book will cause the owner of that name to become extremely lucky. If there are individuals who share the same written name, the book will already know which individual the writer is addressing. Circumstances of good luck can be controlled through the book by writing what happens, although events won't happen if they're at anyone's expense. One exception however; If an individual is pure evil, and is often a detriment to those around him/her/it, they can be affected negatively as long as it benefits the luck of a non-evil individual.

The Righteous Rapier: A thin and indestructible sword created by the "Unknown Gods", and given to a Demi-God named Carathmo, who is revered as the rehabilitator of evil. He woke up one Day to find it sticking out of his garden, clueless as to who left it there. The rapier has the power to draw out the evil from any entity or creature, then use it as a power-source for displacing their wickedness with wisdom. The sword works an average of 90% of the time. However, it's not entirely a matter of chance. The inner transformation depends on the individual, their circumstances, thoughts, beliefs, and especially their ambitions or goals. Regardless, the sword usually works. It's entire structure is covered in darkness and light, as if containing both aspects in harmony. It works indefinitely on Havemites, and has two counterparts; One, a Rapier of light, and the other a Claymore of darkness. The Claymore absorbs endless darkness and evil, while the Rapier displaces it with its endless holy light.

Dreamscape Pearl: An opalescent pearl that shines with an opalescent light. It has multiple effects which can be controlled by the holder. Using the Dreamscape Pearl, one can jump in or out of dreams. It can produce explicit illusions in real life, but only if it has experienced them in a dream. The pearl is also capable of being used to manipulate emotions. It can magnify any or all emotions, picked by whoever's working the pearl. The pearl can be used to recite one's thoughts aloud, or tell if someone's lying by administering a painful, yet non-lethal sound towards whoever's fibbing, or whoever's acting dishonestly. It can also be used to transfer, restore, remove, create, weaken, or strengthen one's memory. It's power allows one to freely roam any mind, helping the user travel quickly to any conscious/subconscious/unconscious aspect of it thereof.

Ellibane: A symmetrical sword that looks like two harpoon-blades placed side by side. It's 3.75 feet long, and it's hilt is made of what looks like half a spiraling seashell, and a disc of ice which appears to look like a snowflake. The whole object is made of an indestructible glowing ice material which endows water-breathing on it's wielder. It's an ironic creation, considering it's physically unable to hurt any sort of creature associated with water or ice (an attribute endowed by it's creator). It controls all water, all ice, and bends light. Ellibane's power allows it's wielder to control or create snow or rain. It can imbue ice or water with a holy light, making it into an immortality-bestowing substance. Despite it's appearance, the blade isn't made for fighting, but instead healing and helping those in need. The illuminant water it produces from the top of it's hilt cures all detrimental illnesses and detrimental diseases.

Volume Sphere: A round starry black ball that can be used to create a pocket in any Universe. It creates a space-pocket of any desired size, and allows whatever the owner wants to be placed inside. It can be as much as a small room, or rather, an entire Universe. It was created by Godlike beings who give the spheres away as rewards, usually to whoever aids them significantly.

Splicer-Ette: A holdable cylindrically-shaped container with the power to combine different types of DNA that's put inside. It has a projector beam on the side which can generate the resulting hybrid life-form. Before, during, and after creating new life, it stabilizes any impurities or any chance of deformities. It makes sure the hybrid is healthy and good-looking. It was accidentally created by scientists who sought to invent a device that creates artificial life, but it turned out to be an entirely different invention altogether.

Horrent Blade: An eternally smoldering-hot sword stuck inside of a comet. It's hilt and handle leak a stream of shadows. It's a destroyer of worlds, and is all too powerful. It can only be pulled out by a creature of pure evil. In the end, the sword devours it's chosen owner, keeping both their body and Spirit as unlimited sustenance for it's power.. That is until it finds it's next wicked victim to betray.

Ally-Blade: A super skinny sword that looks like it could break at the very first swing. However, it's unbreakable and indestructible. It can cut through anything, except the one it's loyal to. If stolen, it administers a surge of excruciating pain through the thief, enough so that they drop it. The sword has individuality, and can become friends with it's Master. Each master it makes friends with has a connection to the sword, even after death. The sword can call upon the Spirits of it's past owners in order to aid whoever's presently wielding it. The Spirits of it's friends willingly lend strength and power to it, and do whatever they can to defeat evil.

Yantra Diamond: A white diamond with a 4th-dimensional geometric appearance. It's one of the most valuable objects in the Universe, and also provides infinite energy.

Nimblade: A weapon with a transparent blade, and a white hilt which constantly releases a falling mist. The sword can release a thick cloud from it's hilt, leaving a haze that obscures an opponent's vision. The transparent blade allows one to see clearly through fog, mist, smoke, steam, haze, or gaseous-like materials. All one has to do is peer through the blade in order to see clearly. Prolonged exposure to the weapon's powers cures blindness.

Hole-Cake: An object that isn't really a cake (at least not always). In reality, it's a mystical phenomenon that assumes the form of food which the perceiver presently desires most. After it is eaten, the consumer is sucked into a black hole which transports them into the realm of Glurtus The Devourer, who is the physical incarnation of Gluttony. Glurtus will then devour the visitor's mind, body, and soul as everlasting sustenance. The "Hole Cake" is merely meant to fatten them up before the victim is consumed by Gluttony himself. A single bite of the "Hole Cake" will create a sense of insatiable hunger and desire for the particular food, and will be the best thing the consumer will have ever tasted.

Abyss Circle: A glowing red sword made out of the blood of Wrath herself. It's hilt is shaped as crimson claws, and the blade is covered completely in tiny barbs. The barbs are so horribly painful, that one's soul would suffer tremendous mental damage from just one touch. The sword is called the Abyss Circle because of a seemingly fiery dark circle which emanates from around the sword. The blade can project red lightning which inflicts major pain upon contact with any victim. Prolonged exposure to the weapon will cause the wielder's hand to cauterize around the hilt, merging the holder's arm with the sword. The process is extremely painful, although the wielder doesn't let go, due to the searing urges to destroy, dominate, and kill those around them (a curse that comes with the sword). It's a sword forged within Hell itself.

N'Graw's Crimson Mirror: A red mirror with the power to search the infinite Multiverses, specifically for the "absolute one". In other words, it will find a friend/partner/mate/lover/etc who is absolutely the best match for whoever's looking in the mirror, then allow them to enter into each other's area/Universe. Their desires are met with a partner, in which their attributes couldn't possibly be more compatible in every way. It has been used as a tool for peace among civilizations in many worlds and Universes. It's physical form coexists in endless Universes, which is how and why it works the way it does.

Coveter's Cloak: A semi-transparent gray cloak equipped with a hood and sleeves. It fits anyone regardless of form or size, but is somewhat uncomfortable. It's itchy, but it gives the wearer a copy of anything that's already owned, wether it be a quality, trait, talent, object, or etc. The cloak has a unique power known to very few: The ability to fuse together with another envied life-form. Both have to envy one another to a great extent if they are to fuse, and one of them must be wearing the cloak. Mental, physical, social, and spiritual traits that were coveted between them always persist with them after the fusion. Everything about them, including eachother's coveted lifestyles, become crossed into one.

Haygo's-Mandible: An old mandible that dates past billions of Years. It used to belong to Greed himself, until he found a better one. It was stolen repeatedly by countless thieves, but continues to change it's location due to being almost perpetually stolen. It's plated entirely in glowing white diamond, and has the power to reveal the location of the treasure one desires most by showing the image in it's reflection. It sends all who sense it into a lust for valuables, objects, or other instances of greed.

Document of Worthiness: An extremely long document written by Pride himself in exceedingly fancy calligraphy. The document allows any class or status that's pride-related to be attained. For example, let's say you smell like shit, can't get a job, and your life's a joke. The document of Worthiness will lead you down the right path. Showing it to anyone will convince them of your worth, while at the same time, actually making you worthy by giving you the needed mindset/abilities to exude that status. One can get into any ball, party, society, group, or supreme function by simply showing off the document. Anyone who questions the position of the individual with the document will be automatically given a consequence equal to the severity of their judgment.

Underling Ring: A ring indirectly invented by the incarnation of Sloth. It creates servants out of magic that adhere to the user's every whim. They come in a countless variety of different types, species, and entities. Wether it be a fight, a war, or just a chore, the underlings will do that, and more! The ring imbues the user with limitless amounts of patience, allowing them to elude the precepts of time and impatience. It allows the wearer to imbue others with sloth and laziness, just by pointing at them with the finger that contains the ring. It's especially useful for incapacitating entire armies with merely the point of a finger.

Aklite Compatibility Chip: A computer chip from Planet Aklimend. It's voice-automated system allows any piece of technology to become compatible with any other type in existence. The chip is made out of molecular nanites which will build whatever is lacking between the two incompatible technologies (For example, someone from your own nameless Universe could use the chip to make an iPhone compatible with Android apps, and likewise).

Hepticule: A 3-sided pyramid-shaped crystal rotating above a 4-sided pyramid crystal, each base of both pyramids facing the other. They both rotate in different directions, the 3-sided crystal turning clockwise, and the other above turning counterclockwise. Each are the same size, and are used together as an advanced tool for strongly amplifying any kind of magic by a maximum of 747x it's original limit. It's an ideal tool for increasing magic power permanently as well. Because of the amounts of magic it amplifies, the magic becomes a bit more potent in the user for each time the Hepticule is used. An unknown entity granted this tool to a Demigoddess when she prayed to "whoever's out there", and to give her something as proof of a higher power's existence. Sadly there was no deific appearance, nothing other than the Hepticule, which had merely appeared out of thin air right in front of her. It stands as an emblem of proof, in a main hall built for Demigods.

Enchanted Alchemy Mat: A magic cloth covered in glowing symbols. Once the mat's laid out, alchemy tools and apparatuses generate on top of it, providing the owner with the means to create any kind of potion/poison/concoction. It also has other features that allow the user to enchant their potions. Ingredients left on top of the mat will be stored with the portable alchemy kit, and will remain in the exact same spot until the next time it's used. This mat was created by mages on Planet Zenthim, who specialized in alchemy, and wanted to impress Master alchemists from Planet Nitár. Miraculously, the Nitárians were mildly impressed, and also decided to help perfect the mat. This brought about a revolutionized Era of alchemy throughout roughly 25% of the Vitaloc Galaxy.

Paradigm Ball: A holdable magic grey ball created by Aklimendians of Planet Aklimend, a world of super-advanced technology. It morphs into a miniature model of anyone or anything simply at the mention of it/them. Accurately depicted 3D maps, models, and blueprints can be made. The Paradigm Ball has an intuitive informational collector that efficiently extracts data from overlooked pieces of information that are infinitesimally minuscule, thereby bringing about whole mounds of information to display. To Aklimendians, making this technology is child's-play.

Nephilarcs: A pair of bracelets that magically adjust themselves to fit around any creature. They're given to those who become helpers of Felreap, the Reaper-Queen. The bracelets grant permanent immortality and extreme power, also allowing the ability to see what one commonly cannot. Spirits cannot easily sense whoever uses the bracelets, thereby usually giving Reapers an edge on their pursuits involving Souls. Once someone puts on the bracelets, the objects disintegrate. The way the bracelets grant power is by rearranging an entity's spiritual/physical energy so that they cannot die, and so that the hidden power within one's Spirit becomes fully awakened. The process of transformation is very scary at first, even for those that are more familiar with supernatural phenomena.

Foritold: A magical scythe with virtually endless convertible functions. It's form can evaporate into shadow, phasing into it's wielder's essence. This makes it easy to travel with. It's specifically a tool/weapon for Reapers. It can transform into various other weapons, even ones that are specially customized by their owner. The Foritolds are somewhat sentient, like a highly intelligent plant, per se. They follow commands and expectations with great intuition, even as they're being used. It will protect it's owner from surprise attacks, harsh weather, traps, and can inform them of valuable information that they may've missed.

Derranged Armor: A terrifying armor created from the flesh of vile creatures called "The Derranged". It's riddled with pale eyeless faces, abyssal eye-sockets, sharp black teeth, and crawling shadowy flesh. Putting it on will mentally trick any evil force of paranormal origin that you're one of them. The issue however, is that the wearer will continually grow paranoid as they both audibly and mentally hear hundreds of incessant unintelligible whispers from the inside of the armor. The armor fully absorbs Dark Magic, Deception Magic, Shadow Magic, and demonic energy. After absorption is completed, the armor grows exponentially stronger. All parts are incredibly defensive, but have extra effects: The gloves and sleeves increase strength to the point of handling against an additional one and a half tons, the chest-plate surrounds enemies with a heavy aura which slightly slows their movements, the leggings and waist prevent gravity from harming the wearer, while also having the power to simultaneously synchronize with the owner's movements, thereby conserving a significant amount of stamina.

Cryovizan Defiance Crystal: The Defiance Crystal is a pale blue semitransparent formation of rock from Planet Cryoviza. Its ability to oppose oppressing environments is what transformed their Planet into what it is now, which currently is a world of pure, tough, unmelting ice. The smooth pale-blue crystal is easy to see through, and can take on intricate patterns like a snowflake. The Defiance Crystal reacted long ago as the Marvelir System's Sun was forming, spreading the Planet's development into freezing environments. The Defiance Crystal had grown and spread throughout the Millenia's, covering and transforming their Planet into one based almost entirely of unmeltable ice. This was because their Planet was the closest to the Sun.

Pryovizan Adaption Crystal: The Adaption Crystal is a dark orange opaque formation of rock from Planet Pyroviza. Its ability to conform with certain conditions is what transformed their Planet into what it is now, which currently is a world of endlessly flaming, craggy undying fire. The stoney dark orange crystal formation is anything but transparent, and has jagged disheveled points. The Adaption Crystal reacted long ago as the Marvelir System's Sun was forming, spreading he Planet's development into smoldering fiery environments. The Adaption Crystal had grown and spread throughout the Millenia's, covering and transforming their Planet into one based almost entirely of fire. Therefore, it granted life the ability to adapt to such overheated conditions without difficulty.

Disparity Jewel: Two opposing gems from a pair of alternate antithesis Universes fused together in order to create a fickle, yet powerful gemstone. It's created by fusing the Pyrovizan Adaption Crystal with the Cryovizan Defiance Crystal. The Disparity Jewel can conjure either copied forces, or opposing forces towards another, via the user. For example; If a volcano erupts, then the jewel can be used by the caster in order to freeze over all the lava instantaneously. In another example, let's say an army of magical plants were chasing after you. One could copy such a force by using the Jewel, then summon an even stronger magical plant army against the other. Such is the magnitude of the Disparity Jewel's power.

Null Water: Also called The Creationless Water, or Void Water. Null Water is the leftover water that hadn't been altered when the dawn of creation began, and still remains untouched by change or cause. It can be used to shape one's will or thoughts into a physical manifestation. Only physical instances can be produced. It can be used indefinitely. Drinking it will transform the consumer into an extremely powerful shape-shifter, capable of changing into anything, anyplace, anyone, or any mortal life form or entity.

Absence: A mysterious nothingness that distorts light and darkness with its existential obscurity, bending the image of matter around it. If Absence is seen for too long, then it will cause the mind of the beholder to see hallucination occurring within the aberration.

Uniform: Amalgamation of light and darkness, which should not exist by any means, but does. It's also known as neutral energy, and is used as a means of containing or utilizing darkness or light in devices, apparati, or magic items.

Stargate Fungus: An interstellar fungus that forms on asteroids that are caught between multiple different forces of magic light. A sheet of crystalline magic residue is left on the stoney-iron rocks, eventually growing into a color-interchanging formation that perpetually alters its shape, as if like a tesseract, but with constant changes in its 4th dimensional shape. The magic coming off of the Stargate Fungus is the only magic in the Havem Universe that can counteract anti-magic.

Wrath's Red Horn: A gnarled piece of Wrath's middle red horn. Long ago she ripped the horn from her own head, noticing that it hindered her judgement with a fierce aura of violence. From then on, she became the embodiment of both Wrath and Justice. This horn has a mind of its own, and cannot be destroyed. It can lure in victims with promises of justice, but will immediately possess their minds with the first opportunity it gets, then it forces them into a rage-fueled rampage of revenge.

The Omniprison: An unfathomably complex 5th dimensional object that confines a dark entity of infinite corruption and endless destruction. The Omniprison rests inside of a vacant Universe made of nothingness, where it's far away from any other reality. It was created by using two infinitely powerful objects; The Omniorb, and an unknown taboo artifact.

Gorger Root: A thick dark-golden root with a smooth texture. The Gorger Root was invented by a Demi-Goddess named Bovinatine, who created the plant species as a perfect fertilizer. This fertilization root only needs to be buried and left intertwined with the roots of other plants. After that, it merges with them, making whatever the plants bare indefinitely abundant. The root can be re-harvested from the roots it was last fused with.

Aramara's Shield-Staff: A powerful staff with a long sharp bottom-pointed shield attached, containing 3 sharp points on top. The shield contains the print of a dragon's face carved into the metal. Aramara's Shield-Staff was created by a full-blooded Goddess, which means it can never be destroyed, and its defensive power is unbeatable. The magic shield casts barriers that cannot be removed, controlled, destroyed, or undone, unless the original shield itself is used to do so. The staff can conjure any desired hallucinations, illusions, and even fake duplicates of items or materials.

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The top of the staff is a color-changing gem shaped as a sideways Dragon eye. The Crystal Dragon eye will blink if it detects a lie from anyone other than the wielder. It's colors will change in accordance to the way the nearest entity is feeling (other than the wielder). Red means love or lust, crimson means fear or dread, black means hate or anger, yellow means joy or gratitude, purple means confusion or uncertainty, green means confidence or hopefulness, gray means a lack of emotions or emptiness, blue means peaceful or relaxed, orange means one is asleep or very drowsy, brown means overwhelmed, and pink means madness or insanity. This magical item was created to serve as holy protection for the innocent, and will not tolerate evil wielders.

Nathmurr's Alchemy Mat: An alchemy mat made by Nitárians. The mat was gifted to Nathmurr after he saved a group of Nitárian Alchemy Masters from an icy natural disaster. This was in a kingdom of Alchemy located on Planet Univarck. After receiving the mat, Nathmurr perfected it even further over the course of 537,140 Years. The mat became a part of his body once he used it to concoct a potion that would do just that. This way he was able to conceal it inside of himself (Within his tail) so he could use it whenever he wants. After hundreds of thousands of Years of improvement, Nathmurr made it into a magic portal that leads into his own personal alchemy domain, with hundreds of thousands of ingredients stored on a vast array of shelves and inside other storages. Enchanted cauldrons, alchemy circles, vast alchemy gardens, chemistry equipment, unique alchemy apparatuses, and alchemy machines.

Omni-Portal Scepter: Not much for aesthetic appearances, but still a powerful item nonetheless. The Omni-Portal Scepter is an ancient technology that was long ago imbued with Spacial Magic leftover from a forgotten ancient civilization. The top of the scepter looks like it's placed very awkwardly, and has a jumble of mechanical materials that allow it to function. There is a series of small metal knobs on top of the mechanical dishevelment. The left knob allows to adjust secondary portal size, allowing users to change their own physical size just by entering through a portal. The button in the middle allows basic portal travel. The knob on the right has a meter bar below that shows the set amount of time one wants to travel forward or back to. The knob on top (above the middle button) also has a meter next to it, but is instead used for labeling the particular Universe one desires to travel to... The options reach up to 1,011 (Despite there being far more Universes than that). There is a button below, under the middle button, which allows the user to travel to and back from a single Universe that's a combination of the entire Havem Multiversal Collective.

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There's a special secret hidden inside the Omni-Portal Scepter; It's not just a scepter to hold in your hand, but is also a laboratory on the inside. By traveling through one of the size-portals, one can make themselves huge, along with the device itself. As a result, the scepter becomes huge too, revealing actual doors in which to enter. After entering, the lab is available inside of the device, offering analysis from observational computers. The computers show important details about each timeline, Universe, and every function that exists on the Omni-Portal Scepter. There are also additional manual controls that operate the device, which are located on the main computer.

Dualidox: A sword and shield that is supernaturally inseparable, but not physically connected. Each is engraved with a skull symbol with petals blooming around it, and has a black, white, red and yellow color palette. This battle set is unable to be separated past a limit of 14 feet, not for more than 2 seconds. It's also technically a type of document, signifying the Soulmateship of 2 DemiGods. Their bond was confirmed in secret, due to their opposing roles. The sword is a purifier of evil that changes the hearts of vile Spirits, while the shield is a portal to Hell which opens on command, and only pulls in malevolent essences.

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The shield also grants its wielder the ability to cut through matter with their mind, as long as the user can sense what they're cutting. The sword can conjure invisible forcefields that either keeps evil contained, or prevents them from entering certain areas. If two separate wielder's carry each part of the set, they will be teleported back into the same location, but as a temporary fusion of themselves. If the wielder's are the opposite sex, the fusion will have no gender. Their fusion will last from a minimum of 30 minutes, to a maximum of three hours. The default duration parameters depend on how long the users want to remain fused.

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Gorgemetal: A metal that's mined deep underground on the Planet RueHark. It has a dark and shadowy appearance. If pressure is applied to Gorgemetal, it intensifies the gravity around it until the pressure is let off.

Harkite: An ore that is found in the hills, caves, and mountains of a Planet named RueHark. The ore is plentiful, and extremely easy to mine due to it's gravity-reducing properties. It effects everything around it by decreasing gravity. It's own gravity is zero. It can be made into incredible things and astounding technology.

Ionized Harkite: The same material as Harkite, except it's effects are different: It magnetically pushes against it's normal counterpart, Harkite, with great force. It's affects on the gravity around it are dulled as a result. It's used and channeled into incredible works of technology.

Harkite Pods: Made of Harkite, and meant for carrying heavy things. There are many different varieties of Harkite Pods. Some are large portable backpacks laced with concentrated Harkite material, which comes in handy for traveling. Others can be used as controlled mini-travel spaceships which are entirely made of it, and carry cargo. Some can float in mid-air, and are meant for protecting against earthquakes or floods. Other specifically designed pods can be used for traveling the Sea. Some are advanced multipurpose technology, and can convert their shape into any needed transit/cargo function.

Hark-Weaponwry: Swords, spears, Machetes, chain-weapons, knives, guns, blades, bows/arrows, flamethrowers, explosives, etc. All made of Harkite.

Gravity Staffs/Guns: Both made with Harkite materials. A gravity staff and a gravity gun both have the same function. They control which way gravity is pointing, and within a specifically set diameter of distance. There is an optional timer on the bottom of the gun which gives one the choice to set an amount of time in which the gravity alteration takes place. On the top of the gun is the dial for the intensity of the gravity. One can set it to crush their foes under their own weight, or render them unable to keep their feet on the ground. However, it's much easier to use the staff, since it's imbued with magic that connects itself to your mind's commands. The Gravity Staff has a chrome dodecahedron at the top of it, and the whole object has a very reflective appearance.

Espioball: It is a game of the mind, centered around control and cleverness. A RueHarkian Sport, involving a massive elastic tarp the size of a colosseum. Each player sits or stands at each corner of the tarp. A large empty pocket-goal is set on both sides of the Stadium. A magic ball and/or magic cube are set on the elastic tarp. The reason these objects are made of magic is because the type of magic being used repels telekinesis from being able to move the ball or cube by themselves. Each RueHarkian competitor must use their telekinesis to bend and stretch the elastic tarp, in order to make either the cube or the ball into the pocket-goal. The ball is worth 10 points per goal, and the cube is worth 25 points per goal, since it is much harder to move with the tarp. In this game, you can move the cube, or the ball in order to intercept the other object from scoring an opposing goal.

Trains And Transit: Trains are a big part of life on Planet Ruehark. They're made of a material called Harkite. The trains are mechanically wired to float parallel above a rail-system that keeps the train magnetically and gravitationally fixed to float exactly 20 feet directly above the tracks. Nothing can move it from that position, so despite technically never being on the rails, it ironically never goes off-rail.

Demon Spider Eye: An Alchemy ingredient that's extremely hard to come by. It peers into several different realms, putting a chill up the backs of whomever it's watching. If a Demon Spider is killed, there's a chance it will be tenacious enough to leave it's Soul inside one of it's leftover eyeballs, therefore leaving it fully functional as an active Alchemy ingredient. It can make potions capable of letting one see what's forbidden to see.

Spectral Lanterns: A sort of item that can also count as an entity. The item comes in many varieties of colors, powers, elements, origins, and types. Some float around with the Souls of Demons or Spirits trapped inside, while some may just lay around waiting to be picked up. Some types can have differently colored flames, or be completely different illuminant materials altogether. They commonly hang around (or float) in dark or haunted areas.

Portionite: A grey sparkling liquid that promotes the positive and negative effects of any element, substance, or material. For example: If applied to liquid Nitrogen, it's temperature will double, becoming -621.4 degrees Fahrenheit. Or if applied to Titanium, it's relative density will double, becoming 9.014 per cubic centimeter. Things like Hydrogen would become twice as light and flammable, while elements like Polonium would become twice as radioactive and conductive. Water would become twice as fluent, but would have a boiling point of 106 degrees Fahrenheit. Fire's heat radiation would double, but would burn things twice as fast.

Delubane: An extremely powerful dark-gray sword. It has a large ring with a hilt and handle connected to the base of the blade. Looking through the ring reveals the location of one's greatest desires. It can repel entities of darkness or light, depending on who's holding it. It makes thoughts aloud if the blade is pointed in someones direction. When up against an opponent, the sword adjusts itself in length, width, and weight in order to become an ideal force against the opponent the wielder is up against.

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Spells and Magic:

Sarcane Magic (No color, except that of flesh, bone, & blood):

Description: A type of magic created by an everlasting individual named Sarcana. She sought to uncover the secrets of immortality and invulnerability by inventing a magic which could restore, manipulate, and create flesh. Her power attracted many of the same kind who sought after immortality and invincibility, so she shared her power with those who supported her. With them, she established a powerful kingdom of numerous unbeatable followers. Anyone who opposed her would painfully lose their immortality and die, leaving a bloody mess. This grotesque magic allows physical transformation to insane degrees. Those who lack the needed control over Sarcane Magic will temporarily become horrendously deformed upon transforming, but will gain tremendous physical power nonetheless. Unlike Novices, Masters of Sarcane Magic can create intricate transformations, taking the forms of any creature composed of flesh, including dragons, sea creatures, and some species others may not find possible. Sarcane Magic allows flesh to generate in virtually endless amounts, giving the abilities to stretch at long lengths, and attack using nothing but lethal flesh, and-or bones.

Immunity Cells: A spell that protects the inside and outside of one's flesh from basic elements, virtually all poisons, and venom. Wether poison has been administered before, during, or after makes no difference.. The spell will still defeat virtually any poison's effects.

Brain-Matter Focus: A spell that administers small charges of electricity while creating brain tissue in areas which need more functionality. As a result, the effected is endowed with immense mental efficiency and neurological potency. This spell may likely backfire if an untrained caster decides to use it, therefore inflicting a random variety of possible outcomes, such as comas, hallucinations, spasms, death, or worse (unless these results are intended, they're definitely unneeded).

Tumorize: The only type of Sarcane Magic that's banned from being used. Anyone who attempts it's use will be killed immediately, even before they execute the spell. Sarcana made it that way, due to her hate towards cancer, since a man she loved had died from it long ago. That is why it's now a spell repurposed as a means of self-destruction, just in case one wishes to avoid interrogation, and take critical information with them.

Atumorize: A spell which generally focuses around curing skin-tags, warts, moles, cysts, acne, blackheads, lipomas, unnecessary growths, and especially cancer.

Blooden: A spell which summons mass amounts of blood, or takes it from victims. After the blood is attained, it's bent to the will of the user.

Rising Marrow: A spell that creates bones and skeletons. It's capable of creating walls, structures, buildings, tools, and weapons that are entirely made out of bones. One can even create monsters out of these bones, manipulating their creation with magic as though it were alive. This spell can be combined with necromancy in order to endow Spirits with perfectly bound bodies.

Organic Stitch: A spell that materializes sturdy sinews with tiny sharp bone fragments attached to each end. It's a force that can be manipulated by the caster to stitch objects, life-forms, and wounds. It's also used as a terrifying attack method.

Flesh Meld: A spell usually casted by Masters of Sarcane Magic. It perfectly combines two different bodies into one single entity that's more efficient than both. This spell works on anything made of flesh, regardless of being alive or dead. If a corpse is decayed or not intact, then the spell will restore the body completely before fusing it with whatever else. If both entities are alive, then their minds and spirits will be trapped in the same body. This spell can be undone by casting it again on the same life-form it was last casted on.

Supernatural Flesh: A spell that perfectly matches the user's flesh with their own Spirit for a short time, thereby giving them temporary perfection. Since literal perfection created by mortals cannot exist for very long in a mostly imperfect Universe, it lasts approximately 15 seconds. This spell causes major fatigue if used excessively.

Surveying Eyes: A spell that creates flesh and forms it into eyes that send signals to the caster. Because of the signals, the caster can see wherever the eyes look.

Gnashing of Teeth: A spell that creates mounds of flesh mixed with multiple sharp teeth. The toothy flesh will contort and attack the caster's foes on it's own.

Epidemic: A temporary spell that generates fast-acting diseases from quickly festering flesh. Once the spell is turned off, everything and every effected creature no longer has any of their diseases or afflictions. This can also be used as a means to cure certain diseases, by means of toxicity-absorption. In other words, it can give or take a vast number of diseases.

Scorching Flesh: A spell that channels concentrated heat through flesh and blood. Touching the flesh will inflict burns.

Freezing Touch: A spell that sucks such a massive amount of heat out of flesh, that it becomes unbearably frigid. When touched, 2nd degree frostbite may be inflicted.

Macro-Neurons: A spell that conjures a huge connective series of electrically charged neurons, each sharing a dangerous current of electricity. The flesh is slightly illuminant, and can be bent around fluently as it's controlled by the caster.

Abomination: A spell that conjures a random mound of flesh, then shapes it into a formidable body. The body is given a heart, a brain, necessary organs, and chemically important traits that help the body operate. Of course, it is bound to the will of the caster. The creation is given a life force through necromancy, which involves snatching the nearest Spirit and erasing their memories. After all memory is wiped clean, the trapped Spirit is forced to do everything the Caster says while inside of the abominable body. After death occurs, the Spirit goes free with all of its memories. (This spell exclusively comes after the spell "Rising Marrow")

Bone Armor: A spell that generates sturdy bones all around the vital regions of the caster's body. Conjuring different types of bones will greatly affect mobility, weight, protection, sturdiness, buoyancy, and even conductivity.

Molt: A healing spell that causes the target of the caster to shed their skin, while regaining new skin at a rapidly affective rate. This not only heals, but also rejuvenates the target in roughly every way.

Freeing Skin: A spell that turns the body into a decoy, but turns the caster into a nasty looking red sludge made out of flesh and blood. The sludge is sneaky. It's able to quietly roam around freely, until it finds a safe place to regenerate its original body.

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Truth Magic (Golden and/or blue color):

Truth Rune: An arcane octagonal rune with various magic symbols, which can be cast or drawn on any surface. It forces anyone the rune is facing to tell nothing but the truth, minus any lies. It can be casted manually by tome or writing, or naturally by magic users.

Lie Purify: A spell that casts out the potential to lie. The spell lasts longer depending on how potently it has been casted. It can be casted manually by tome, or naturally by magic users.

Revealer Hoop: A spell that conjures a weightless transparent blue hoop. Looking through the hoop will reveal anything that's hidden or disguised. It even reveals traps, tricks, treasures, unseen entities, invisibility, spirits, etc. It also makes for an ideal chakram.

Truth Embodiment: A spell that can make one look exactly like what they are on the inside, or by nature. Casting it again reverses the effects. There are no tomes for this spell, and it has to be learned by means of meditation and/or enlightenment.

Discovery Spell: It identifies the locations of hidden people, places, things, etc. If the object doesn't exist in the Universe, it will seek into the next closest Universe containing the object. This spell is rare, and usually hard to learn.

Inner Sense: A spell that reads the thoughts and feelings of other sentient beings. It also allows one to feel the inner workings of objects and mechanisms. It can be casted by tomes, or be casted naturally by magic users.

Timescan: A large diameter of magic is cast. The magic will reveal what has happened in the past, and what's most likely to happen in the future. How far the caster looks through time, and how large the diameter of the spell is, depends on how powerful and experienced the magic user is.

Translation Spell: The spell lingers after being casted on oneself. A spell that translates any language into any other language. If it's untranslatable, then it'll be transferred into advanced telepathy.

True Colors: A spell that identifies truth from opinions, or ideals, by using a white light that changes into different colors. The light connects itself to the desired being, then changes to red if they're lying, or changes to green if they're telling the truth. It will turn purple if someone doesn't know something, but has guessed it correctly. It will turn pink if the subject is not known. It will turn blue if it's just an opinion. Orange means the individual's hiding something. Yellow means what's just been said is most ideal, despite opinions. And black means what was said is completely irrelevant.

Highlighting: A spell with the power to automatically highlight one's weakness. It summons a light to illuminate wherever a weak spot is located. It also works on objects. This can be used with tomes, or learned naturally.

Ideal Reflection: A spell that shows the worst individual that you can be, and the best individual that you can be. It lets one know the overall status of their life, and how well they're really doing. This spell can only be learned through personal magic training.

Unravel Wave: A magic current that can undo locks, untie knots, and release those from inhibiting or constricting forces. This can be learned only by going through dedicated practice and training.

Photographic Perception: A spell that imbues superior memory to any entity. It can not only restore memory, but also make it easy to deal with and persevere memories. This can be learned/used by tome, or just be used naturally.

Truth Enchant: Imbue any entity, place, or object with the power to bring out the truth from anyone, as long as it/they touch(es) them.

True Body: A spell of purely physical truth. It converts anyone to their true physical appearance, neutralizing any deformities, removing bodily enhancements, removing dental detriments, restoring lost limbs or body parts, etc.

The Soulmate Ritual: A virtuous, beautiful and sacred ritual of unfathomable love and truth. Unlike ordinary marriage, this ritual has a real and substantial effect, brought by a mix of virtuous magical forces, purely anomalous spatial forces, righteous spiritual forces, and other forces beyond normal comprehension. The Soulmate Ritual involves any sort of fitting plant for the ritual, typically one that most symbolizes the complete unity of a pair of Soulmates. With the help of a DemiGod or DemiGoddess, a pair of Soulmates can have their "Soul-Names" carved together into one whole name. The carving by itself is already powerful enough, but when it's formed into the name of two Soulmates combined, it radiates something beyond mortal comprehension. The Soulmates become greater beings capable of wonderful and fantastic feats. The plant in which the ritual is preformed will be encased with holy fire ignited by the carving, thereby making the plant immortal, as a symbol of their Soulmateship. Only lovers of the truest and highest absolution can have this ritual done to them.

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Deception Magic (Black and/or grey colored magic):

Camouflage/Invisibility: Depending on how powerful or experienced the magic user is, this spell allows one to become invisible or camouflaged. If the caster is inexperienced with magic, it will cast a camouflage spell instead. This can be casted on places, people and things. It can be used as a tome, or as a naturally learned spell.

Extra-Sense Erasure: This spell makes odors, sounds, thoughts, heat and breath become completely undetectable, unless counteracted with types of Truth Magic. It can be used as a tome, or as a naturally learned spell.

Soulless Deception: Conjures any fake Being one can think of, and uses it as a decoy or trick. Whether it be a cute soft baby Bunny, or a ravenous terrifying Behemoth, any fake Being can be made, and it follows the caster's every command. The fake being can't harm others, but instead tricks their senses into thinking they're hurt, or feeling any sensation. They even inflict fake wounds. A wise and disciplined mind can easily resist them. It can be used as a tome, or as a naturally learned spell.

Magic disguise: A spell that masks a convincing disguise over anything, anyone or anyplace. For example; Making a sunflower look like a signpost which points you in the wrong direction, or making a Beaver appear as a Demonic Cyclops. Anything at all. It can only be used as a naturally learned spell.

Arcane Fog Spell: A spell which cloakes any area with thick fog. The fog can be altered by the caster in order to inflict emotional reactions, such as joy, love, hostility, hate, anger, pleasure, or psychedelic effects. It can be used as a tome, or as a naturally learned spell.

Time-Space Distortion Spell: A spell with the power to confuse the algorithms of time and space within certain areas. Emotions, directions, time, probability, gravity, temperature, light and darkness can be twisted around or distorted, making reality seem undefinable. This type of deception magic is used by Masters who are gifted and experienced with the dark mystic arts. These arts are hard to control, even for Masters. It has to be learned naturally, and there are no spell-tomes for it.

Mind-Alt: A spell that causes any individual with weak or average constitution to be completely brainwashed into believing anything. After casting the spell, you say whatever you like to them, and they will believe your words as a part of their own perspective. It can be used as a tome, or as a naturally learned spell.

Mystic Whispers: A spell that temporarily inserts your own conscience into an individual's thoughts, making it much easier for you to convince them of anything you adhere to. It's a much more insidious and tedious version of 'Mind-Alt', but with a far greater success rate. It can be used as a tome, or as a naturally learned spell.

Psycho-Torture: A form of deception magic that's used to convince another that they're in great physical pain. It's an ideal interrogation method, and works best on smarter individuals. It can be used as a tome, or as a naturally learned spell.

Night Terror: A spell that can inflict a sleeping entity with sleep paralysis and lucid nightmares. This can be learned by tome or practice.

Daydream: A spell that temporarily distracts one with realistic daydreams, usually ones of a desirous or pleasant nature. This can be used with a tome, or learned naturally by practicing.

Shake: A spell that temporarily taps into one's middle ear and makes them feel like the ground is shaking violently. It can also be used to simply shut off their middle ear for a very short time (About 1.5 seconds). This can be used as a tome, or learned naturally with practice.

Vocal Duplication: A spell which is casted on anyone with a voice. It copies their voice and allows the caster to talk like them identically.

Namer: A spell that temporarily causes one to believe that they own a different name. The name they believe they have is chosen by the caster. The spell's duration depends on the caster's magical prowess.

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Frost Magic (White &/or light-blue colored magic):

Frost-Fire: A torrent of controlled blue flames that causes severe freeze-burn up to the 3rd degree. It can easily spread across moist or wet surfaces, and it leaves a crystalized sheet of ice wherever it goes. It can be used as a tome, or as a naturally learned spell. Fog or mist amplifies its effects. Smoke vaguely strengthens its power.

Cryokinesis: A spell/ability which allows one to control cold temperatures, ice, or snow. Those who are born with the ability organically are insanely powerful when using this magically. It can be learned from tomes.

Crystalice Mend: Magic which uses ice and makes it into any shape. This is a natural power that comes with learning ice magic.

Bullet-Hail: Making ice rain down with the velocity and power of a volley of bullets. It can be summoned from the air, or fired directly. There are ways to learn this with tomes, and by natural means.

Ice Flash: A spell that's capable of becoming much brighter than the Frost-Fire spell. It uses the translucency of magically generated ice in order to make various different colors of light. They take the shape of floating octahedrons (or other shapes) made of ice. Several can be created in order to light up dark areas. They only turn off if the caster makes it so. It can be used as a tome, or learned naturally.

Frozen Guards: A spell which summons ice and snow together in order to form mindless personal body guards who follow the caster's every command. They are usually amorphous, but can also be solid, or even crystalline. It can only be learned or taught.

Icy Condensation: An ice spell which allows one to grow ice crystals through walls and stone. The crystals will spread to whatever touches them, unless the caster disables it. This can be done with tomes, or learned by natural means such as training.

Reverse-Frost: An ice spell that reverses the temperatures of one's own ice magic. Ice becomes scorching hot instead of freezing cold, but maintains its solid form. This is ancient ice magic that was long forgotten, and known by very few. It can only be taught through specific means of training, and by a master of the mystic arts.

Anti-Inflammatory Frost: An ice spell that's created specifically to treat wounds and prevent profuse bleeding. It greatly calms the nerves, reduces inflammation drastically, and slightly heals up any injuries. This can be learned easily by training, or used with a tome.

Frozen Mirror: An ice shield that reflects light-based attacks or magic. It can also be used as a tactic to confuse others, if there are enough ice mirrors placed everywhere.

Nitrogen Fog: An ice spell that summons a mixture of water vapor and Nitrogen to shroud through the air until it slowly descends to the ground. This spell can be taught, learned, used with a tome, or imitated by using basic chemistry.

Cryotrap: A hybridized magic, crossed between Deception Magic, Truth Magic, and Frost Magic. It's an invisible ice spell which is planted onto a surface in the form of a snowflake pattern. Only the caster and its allies can see it. It works by instantly freezing whoever makes contact with it. This can be used with tomes, or learned naturally.

Icebreath: A spell that allows one to blow a wind of ice from their breath. This spell can only be achieved through extensive training and education of the mystic arts.

Cryogenic Laser: A spell that shoots a powerful laser-beam of ice. It can be learned by magic users, but has no tome.

Cryovizan Magic: A type of ice magic that comes from a Planet called Cryoviza. This magic is much like the ice magic seen above, except more powerful. It has more variety, it's more controlled, and it can never melt, unless the caster commands it, or falls completely unconscious. Usually Cryovizans are the only ones who know this variety of ice magic. It's very rare for any other Planetary race to know how to use it.

Cryovize: A Cryovizan spell which imbues another life with the attributes of a Cryovizan, thereby making them temperature-proof, stronger, and longer-living. It also makes them inclined to learn Cryovizan Magic and Frost Magic. It takes many Centuries to learn this spell. Either that, or tremendous talent.

Frost-Garden: A spell which generates any variety of Cryovizan seeds to launch into the ground. They grow almost instantly. The plants are frozen cryo-based life forms. All with the capacity to withstand ANY temperature, just like a Cryovizan. They serve many purposes on terms of chemistry, medical uses, and alchemy... Or just basic gardening.

Ice Mod: A spell that puts ice-made modifications on one's body, such as sharp icy claws, an ice-blade at the end of one's tail, ice armor, and aerodynamic ice crystals. This ice spell is unaffected by temperature. The spell increases mobility, stealth, balance, defensiveness, and strength.

Frictionless Frost: A spell which sheets any surface with smooth and literally frictionless ice. The ice is thin, so it can be shattered away. However, nothing can melt it.

Cryonic Tools & Weapons: A spell that creates weapons or tools made of ice. They are unmeltable, and much stronger than steel. Even shields can be created.

Cryonic Forcefield: A spell that casts a transparent blue forcefield, completely protecting against any temperature. It's at least 50 degrees Fahrenheit on the inside, and provides greater protection than titanium.

Temperature Plunge: A magical ability used by Cryovizans. It's an ability that every Cryovizan is naturally born with. It allows them to quickly lower the temperatures around their bodies, which doesn't make much of a difference on a Planet as freezing as theirs, but it displays a great portion of their power on other Planets.

Cryogenic Needles: A spell that forms icy needles all over one's body, then launches it in an aimed direction. They can also be launched all around simultaneously.

Instant Igloo: A spell which materializes an unmeltable igloo, providing a sizable shelter.

Icy Light: A spell that shines a freezing white light in all directions. The holy light prevalently covers any evil entity in a sheet of dense ice. It works especially well on demons and evil spirits. The sheet of ice which covers the enemy also emits the same kind of light, repeating the process again and again. Entities of a non-evil nature are only immobilized by this spell, but never hurt.

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RueHarkian Magic (Black &/or Dark Purple & Grey colored magic, or invisible):

Description: RueHarkian Magic is a very dangerous and shadowy magic. It has to be dealt with carefully, unless unnecessary horrific destruction is desired. It revolves around darkness and supernatural forces. It's used by the inhabitants of the Planet RueHark, the ones who invented it. Every single spell they've made has a tome version.

Wraith Limbs: A spell that uses shadowy tendrils as several extra arms. The limbs can phase through matter and borrow the darkness around them to become stronger. If manual control is too difficult, they can also be verbally commanded to do anything they're told.

Shadow Trident: A spell which allows one to generate a transparent black trident. Each prong on the trident can morph into any type of bladed weapon the user commands. It can also phase through shields and armor.

Teleport: The magical prowess of the caster determines the amount of distance and time one can travel. The same goes for whenever one's teleporting objects or entities.

Telekinesis: RueHarkian Magic often incorporates telekinesis into it's arsenal of spells. If a life is born already knowing telekinesis naturally, then their telekinetic abilities combined with magic are astronomical.

Metaphysical Enchant: A spell that gives some of the attributes of a spirit. Anyone enchanted by the spell can phase through things and float. However, they still remain visible, and vulnerable to necromancy. RueHarkians become susceptible to leaving footprints as a result, just like any RueHarkian spirit.

Ancestor Allies: A RueHarkian necromancy spell which calls for the help of one's own deceased ancestors. However many ancestors are willing to help are given magical power from the spell in order to aid in any battle, task, or otherwise.

Shadowed Elements: A spell which conjures the shadowy version of each element. Fire, water, ice, lightning and rock become much heavier and twice as impactive as their normal counterparts. They can be blasted, volleyed, brought forth from the ground, flung, manipulated, commanded, etc. They're also murkier and harder to escape from.

Dark Multiply: A spell that makes several fake copies of any creature or thing in sight. If physical contact is made with the fake copies, they fade away into shadows.

Dark Razors: A spell that generates razor-sharp 3-dimensional shadows from thin air. It can be used the same way with surfaces, walls or ceilings, causing sharp black blades to stick out of them.

Tome Breach: A spell that can be used on tomes. It can make any tome several times stronger. It can also corrupt or alter tomes, turning them into something unstable, or something custom-made by altering its structure and writings.

Demonize: A spell which temporarily imbues the target with demonic energy. The object or entity becomes violent and unpredictable.

Magic Sutures: A spell that's used to cast on an injury or wound. It causes mystical sutures to thread a wound. The magic sutures have healing properties, which not only close wounds, but also heals them gradually. In addition, it also strengthens the skin and muscles. The magical sutures can also work as wrappings if the spell senses a broken bone, or injury without a puncture-wound.

Necromane: A spell that imbues any sort of dead material with pure magic. Anything affected by the magic will be bound to the caster's commands, even until it's cut up into little pieces.

Darkness or Light: A spell which optionally summons a vast void of either darkness or light. It disrupts one's ability to see. The caster can choose who's affected by it or not.

Lunar Light: A spell which conjures a round moon-like sphere in your hand. The orb looks just like a Moon, and is used for lighting up dark areas. Each "Moon" always looks different each time it's generated. It can also be placed in specific areas in the air, so that they float motionlessly in place.

Printless: Not just a spell, but also a magical physical attribute naturally belonging to all RueHarkians. They cannot leave footprints, unless they are somehow dead. The spell (which is separate from the attribute) allows them to make sure that others cannot leave footprints, only if they aren't RueHarkian.

Personal Portal: A spell that generates a portal to other places. The distance of the portal depends on the magical strength and prowess of the caster. It only allows entry to those that the caster has allowed, and it can only be seen by the caster, if the caster makes it so.

Eyes of Malice: A spell that imbues one's own eyes with an intimidating and ferocious aura. It utterly horrifies those with weaker constitutions than the caster.

Redoll: A spell which traps Demons or Spirits within a doll of any kind. The trapped entity becomes magically forced to obey the caster's every command. This spell is mainly for those who aren't ready to control Demons or Spirits directly. But it serves many uses for sealing away evil entities, particularly into dolls.

Identity Swap: A spell which switches the Minds and Spirits of several entities, all of which own a body. The magic wears off after a while, but lasts longer depending on how powerful the caster is.

Dark Waters: An unusual spell which temporarily floods areas in a dark body of breathable water. Plants, fire, and water are not affected by this, but electricity is conducted drastically. All creatures inside have to swim, trying to navigate their way through thick blackness.

Holy Charge: A spell which charges anything, anyone, or anyplace with holy attributes. All can be given the attributes of powerful holy light. This spell takes hundreds of Years to learn, and a pure heart. Extremely rare tomes of this spell also exist, concealed and hidden away in secret places.

Dark Re-Implosion: A spell which summons a shadowy explosion that continually re-explodes and re-implodes repeatedly. It eventually wears off after minutes of hellish crashes and roars.

Ebony Web: A spell which spouts a series of intricate shadowy webs. They resonate a dark aura which cancels out any rapid energies. That way they can easily trap whatever gets caught within them.

Shade Robe: A spell that cloaks the caster within a shadowy robe. The dark cloth prevents light from shining through, making Day appear as Night to the wearer. This is especially useful for RueHarkians, since they're nocturnal, and have some difficulty navigating in light.

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Metabanian Magic (Golden, Silver, & beige colored magic)

Description: Magic used mostly by the inhabitants of the Planet Metabania. Like most magic, spells that are used in everyday life can usually be used as tomes. Other spells that are less common often have no tomes, but can be learned if practiced enough. Metabanian magic revolves around rocks, ground, the elements, and riches.

Pit-Cast: A spell that immediately digs a deep hole on any surface. It can be casted on walls and ceilings as well, but can't be used on anything alive except for large trees. The width and depth of the pit depends on the magical prowess of the caster. It's usually used for digging up treasures or excavations, but it can be used for several other intended purposes, such as creating instant wells, easy traps, storages, shelter, and graves. It's an often underestimated and very useful spell.

Gem Magnet: A rare spell that can only be learned by a master of Metabanian magic. It does exactly what the name implies. The magnetivity can be reversed in different directions too, allowing full control of all surrounding gems.

Elemental Bond: If there's dirt, water, fire, ice or electricity, then the spell awakens it as an Elemental. They attempt at whatever the caster tells them to do, due to their agency being bound by the spell. This can be used with a tome, or casted regularly.

Smoldering Smelt: A spell which creates a zero-gravity diameter with burning temperatures hot enough to melt metal. The spell was originally invented for smelting ore into ingots. Any ores in the magic field are suspended in mid-air, then melted into ingots. It's extremely dangerous to use, so there are no tomes for it. Only professional magic users or well-educated Metabanian smithies are capable of casting it.

Elemental Resonance: A spell that manipulates fire, ice, and electricity. It also allows the user to see with the element they're controlling, making it easier to navigate where it's going from a distance. It cannot be used with tomes, but can be learned.

Sand Command: A spell that commands sand, making it swarm, twirl, and move at the caster's will.

Greed Injection: A spell which imbues any object with a hypnotic aura that taps into an individual's sense of greed. In other words, it makes them want "the precious."

Fortune Stigma: A spell which casts a mark on an individual. The mark greatly attracts good fortune, and good luck.

Haygo-Mand's Curse: A spell which must be casted on a pair of individuals who are unable to get along. One will become the living tail of the other, still attaining a mouth and eyes. The two will be stricken with greed as an addition, always fighting over ownership of the valuables they come across. The spell also strengthens their likelihood of finding things of value.

Adamant Condense: Turns any material into something harder to break or mend.

Elemental Golem: A spell which forges a large Golem out of any surrounding elements. The Golem is capable of doing hard work or protecting its master.

Object Rejuvenation: A spell with the power to restore any object. Whether it be a bike, an ancient artifact, or a torn cape. It can work the same way with injuries.

Pheromonal Allure: A spell invented for the purpose of hunting and fishing. Yet it became a spell meant for, other specific purposes.

Surface Twist: A spell to cast on any surface. It causes a forceful whirlpool to appear, whether it be in sand, water, magma, land, iron, ice, etc.

Mystic Auto-Pilot: A spell which can be casted on any drivable device, vehicle, bike, contraption, etc. The magic takes over, then drives the object perfectly, making it's way around any obstacle and bringing everyone where they're supposed to go.

Macromine: A rare and powerful spell to come by, or especially learn. An expansive light is projected from the hands of the caster. If the spell senses an enormous excavation site or ruin, it will automatically dig out every treasure and object of value without destroying anything. In Metabanian legends, it's said that the spell was handed down to the Metabanians by an unknown Goddess. Some still use the spell in secret, while the rest have safely hidden tomes in various secret locations.

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Nephaldran Magic (Invisible, grey, white, and light-blue magic)

Description: As a result of adapting to their World, the inhabitants cannot look like they've aged anywhere past 27 Years old. Wether they're on their Planet, or anywhere else doesn't change these circumstances. They can also change their age anywhere between 3 and 27 Years, due to having chronokinesis, an ability which controls many aspects of time. It's a part of their Planetary race's magic.

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They can turn back time, depending on how powerful they are. If they concentrate, their eyes can see what's happening in slow motion. They can also stop matter around them completely, but for a limited time. If a Nephaldran dies, their Spirits can choose to go back in time, and enter their other body from another point in time. That way, they are immortalized. They can share this gift with others by imbuing them with the same magic.

Time Elusion: Time Elusion is a partially mental time-space spell. It can be casted on oneself, or someone else. It allows one to completely elude the concepts of time. Once the spell is cast, the individual effected will be invulnerable to time in every way.

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The side-effects are numerous; One will start remembering all past lives they've lived, and will become numerous individual selves combined into one. The person will remember every moment since the Day of their awareness and Birth, in explicit detail... And that's not the only life they'll remember either. The one who's blessed/cursed with this spell will be able to see into the future/past/present with full control of the ability, at least in that aspect. One will be able to stop time, forward it, or travel back at will. Infinite alternate timelines are easily accessed, and can be chosen for exploration freely. Only immensely powerful Nephaldrians can cast this spell.

Ageless Option: A spell which works to transform between ages 3 and 27. Particularly useful in the concepts of size, or getting into smaller spaces.

Time Field: A spell which affects any particular diameter of space by slowing, speeding up, or stopping time in that area. The size, potency, and duration of the spell depends on the caster's mystical prowess.

Time Absorption: A pointless spell. A type of black hole is summoned, which absorbs time itself. The spell never seems to work, but that is only because time takes eternities to fix itself, yet nobody remembers the disasters that occur after being casted. Therefore, everything is reverted back to normal once the spell is casted, yet nobody remembers a thing (Not even the caster).

Clock Adjust: A handy spell used on clocks, any digital device, or anything otherwise that tells time. It reverts the object back to it's correct time-telling measurement. The spell can also be used to turn objects into time-telling devices or clocks with the correct time. The spell can be adjusted to tell time Universally, or Planetary-wise.

Anti-Paradox: A spell that can break the rules of time without causing harm. It can ignore paradoxes, like for example: Jeff goes back in time to kill his Great Grandparents, but that means he will cease to exist if he succeeds. Using the Anti-Paradox spell, Jeff won't have to worry about that, and can freely murder without having to worry about anyone's non-existence. Additionally, time will fix itself without causing problems or contradictions. While this spell may seemingly make no sense, it still works nonetheless.

Perceptional Mark: A spell that can adjust one's perception of time to any setting. One who's affected by the spell can perceive time going very quickly, or extremely slowly. The caster decides how fast or slow.

Fate Control: With this spell, the tables turn against fate itself. The user becomes the controller of whatever fate is controlling them. Fate becomes their tool, which they use in order to set whichever goals they have in life to inevitably come true, no matter what. In order to cast this, fate must exist in the caster's life.

Timeline Army: A spell that's capable of reaching into the vast abyss of infinite timeliness, and summoning alternate selves who are willing to help with any particular fight, favor, or task. Once the task, fight, or favor is done, they each appear back into their own respective timelines.

Cronokleptic: A spell that steals memories, Years, life, information, and a portion of one's ability to sense time. It's a forbidden spell that's kept hidden by most of those who know it. The effectiveness of the spell depends on the caster's mystical prowess.

Time-Loop: A spell which affects both the mind, and time itself. Anyone with less prowess in Nitárian magic will be set in a repeating time-loop. The diameter, distance, power, and effectiveness of the spell depends on the prowess of the caster. The caster determines who is aware of the repetition, and who isn't, just as long as each affected entity is below the caster's prowess in magic.

Time Lock: A constantly changing black void which can be casted in order to prevent non-magical time travel in certain times and areas. The effectiveness, distance, and power of the spell vary depending on the caster's magical prowess.

Omniportal: A portal which leads to any desired moment/location in time/space. Only casters who are immensely powerful can cast this spell, and only if they get the unlikely chance to learn it.

Chrono-Generation: Nitárian healing magic which reverts matter back into it's earlier condition. It can also be used to speed up the body's regenerative ability, without wasting any of the body's resources or energy.

Speak-Forth: A strong telepathic magic which allows one to use telepathy back and forward in time. It also allows instant reception when communicating in the present, which means a 4 hour conversation may last less than one second. However, "4 hours" is just an example. It depends on how much skill and power the caster has. A talented caster can fit 12 hour conversations into half a second (if needed).

Timeline Disconnection: Without breaking the foundations of time-space, the caster can disconnect anyone from their individual timelines. In other words, it physically emancipates anyone or anything from a timeline by erasing any trace or evidence of their existence. Whatever's affected still exists, but remains in a timeless void with no existential fabric. This spell is a dark practice, and is extremely rare to learn or come by. Only the most powerful casters in the Universe can use this spell, but even they have trouble unraveling it's existence. The spell was used on itself, so it's very hard to access.

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Zhokian Magic (Invisible magic (no color))

Description: Zhokian magic is often used for the purpose of resisting or creating intense weather. It allows the temporary ability to easily tread through hazardous materials and occurrences, such as intense storms, lava, earthquakes, acid, lightning, tornadoes, strong floods, etc. Concentrations of oxygen in the air can be increased drastically by using Zhokian magic. Rain can be summoned easily, even in a drought, or vice-versa.

Electromagnetic Attract: A spell which can imbue any object/entity with the attributes of a lightning rod. Lightning can only strike at the object within that area. This spell is very useful for avoiding major lightning storms. The magic within the object is what attracts the electricity.

Anti-Hazard: A cloaking spell which surrounds the body with an oxygenated film of magic. A tinge of invisible holy light protects against evil entities by surrounding the film. The cloak prevents burns/frostbites up to 3,000/-3,000 degrees Fahrenheit. It gives protection against acids, electricity, radioactivity, toxic gases, and greatly helps with swift swimming. It gives the ability to swim underwater for 4 hours without having to breath. It even works as a 100% effective birth control method. The impact from blunt or heavy objects is decreased by a default of 55%, although protection can be improved depending on the prowess of the caster.

Peripheral Detection: A spell which surrounds the head of the caster, allowing them to see 360 degrees around themselves simultaneously. This makes it nearly impossible for opposing entities to sneak up on the caster.

Smeltouch: A spell which imbues any amount of the caster's limbs with a touch that only melts metals, rocks, and opaque materials. With focus, the caster can turn a considerable amount of the ground into lava just by touching it.

Rain Snap: A spell which gathers heavy clouds up in the sky just from the snap of a finger. Ferals and four-legged creatures will simply roar in order to summon the downpour.

Perfect Axis: A spell which makes the caster's stance so well-balanced, it cannot be tipped over by an earthquake. This spell is very useful in physical fights for survival.

Grapple-Beam: An invisible beam of magic that catches anything that tries to go across it. It can be used as a substitute for rock climbing gear, but is more useful as a method for rescuing others in dangerous situations.

Ferocious Stomp: A spell that is casted by stomping one's foot on the ground. The ground begins to shake underneath, being manipulated by the magic. Tectonic plates are not affected by the spell. It's just the magic making it's way underground.

Fire Brink: A simple spell which starts a fire on any flammable surface. All or most Zhokians know this spell, and use it to their convenience out in the wilderness.

Fireproof Mist: A spell which prevents fire from starting or spreading. It also puts fires out instantly. The Mist has incredible coverage, being able to spread for miles.

Icy Fog: A dense icy fog which can freeze moisture in a matter of minutes. The fog lasts until the caster undoes the spell. The fog will stay fixed in the same place the caster intentionally places it, which typically means one can refrigerate things without a refrigerator.

Counter-Current: A spell which uses the currents of wind or water against themselves, causing depletion in tornadoes, strong gusts, whirlpools, torrents, and underwater currents. For a window of time, the caster can control the currents however they please as a temporary last act of the spell.

Hunter's Dowser: A spell which makes an audible ringing noise in the caster's mind. The sound gets louder the closer the caster gets to edible prey. The sound stops once the caster deactivates the spell, or captures the prey.

Adhesive Frost: Significantly slows down the flow of blood throughout a wound, especially near the arteries. The spell is also very cold, which reduces inflammation, and calms the nerves.

Crater-Crash: A rather epic looking spell which is sometimes used by powerful inhabitants of Planet Zhok. It involves landing from a high jump and making a massive impact in the ground, which in-turn only results in the caster taking an infinitesimal amount of damage, although hitting foes around the caster with an intense amount of energy and power.

Wracking Fit: A spell which sends the caster into a rampant frenzy that triples strength, dexterity, speed, and energy. The spell trades off most of the caster's self-control, causing the caster to behave like a ravenous animal.

Tamer's Will: A spell with the power to control massive beasts. This spell isn't used very often by the Zhokians, due to their pride in who's best at taming wild behemoths without the use of magic.

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Nitárian Magic (Green, yellow, light green, and blue-green magic)

Description: Nitárian magic is based on supreme alchemy, plants, natural elements, and conjuring plant-related spells and entities. Nitárian magic can also turn anything in nature into a home. Even something small, like a blade of grass, can be turned into a magic home containing the resembling qualities of the object it's made out of. Size is of no matter, meaning that even large entities can be magically transported into the home. All sizes are regulated to fit into the living-space.

Magic Vessel: A spell which creates a virtually indestructible vessel/jar of any desired shape, or concentration of transparency. The size varies upon the caster's prowess in magic. Since the material of the vessel is made entirely of magic, it allows the caster to decide what material and color it should look like, upon mental or verbal command.

Jiranic Shields: A spell which conjures hundreds of automatically operational floating shields. The shields are invisible until they are touched, and are also quick to block unwanted attacks by moving rapidly. The caster can choose to flip the shields over, which accesses the ability to absorb the energy from any impact, and then incorporate the impact's energy into healing magic for the caster.

Peace Officiate: A spell which soothes almost any hostile entity, while optionally calling upon those with the motives of peace to help or protect them. This spell fully works even if the caster is surrounded by non-Planetary inhabitants.

Creature-Path: A spell which connects the minds of two beings. They can feel what one another is feeling emotionally and physically, as well as read each other's thoughts. If teamed up, they become a great force which doubles their combined abilities, strengths, and productivity.

Sanctuary Assimilation: Any object belonging to nature, in spite of size, shape, or material, can be made into a huge home. The size of the object doesn't change on the outside, but the inside can magically transport the caster within, as well as anyone the caster allows inside. Furniture, objects, and household items can be transported into the home the same way the caster gets inside, as long as the caster is holding/touching the desired object they want to bring in. This is how beds, couches, drawers, etc., get inside of the abode.

Vegetation Generation: A spell which generates or summons any existing plant the caster can remember. This can be done by touch, sight, voice, or pure projective magic. This spell is insanely useful when it comes to alchemy and super easy gardening.

Relic Blessings: A spell with the power to create relics that bestow blessings, good luck, and telepathically inform the caster of what it senses.

Moss Torrent: A spell that conjures a torrent of moss above one's head, which can be controlled to make a series of consecutive blasts. The wet moss will stick and grow over whatever it hits, but is completely harmless. It's mostly used for conjoining materials together, and also has the potential to work as a means to immobilize or slow down unwanted hostilities.

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Plantetian Magic (Commonly many shades of green, but can be invisible)

Description: Many Plantetians use their Planetary magic differently, per individual. Some are more abled in controlling specific kinds of spells, while others may have unique ways of incorporating their magic into an everyday use. Unlike Planet Nitár's Planetary magic, Plantetian Magic is more involved with resourcefulness rather than the instantaneous generation of plant life. Also, Plantetian Magic is more geared towards attacks, and other spells that may be potentially dangerous.

Seed Implosion: A spell that requires a single seed of any kind to be thrown, detonating via the caster's will. All other seeds and plants around it are sucked in, then forcibly overgrown altogether into a fused mass of chaotic plants.

Photosynthesize: A spell that creates a warm light meant for speeding the process of a plants growth by a ridiculously fast amount. A special chemical is also released from the spell, one that affects only plants and helps them grow healthily. This can also be used by a Plantetian to increase their own strength, if their body is part plant.

Unstable Moss: A green smog is conjured, covering all possible surfaces with moss until it's exhausted. The moss can survive many conditions by adapting to its environments, and will act invasively if nobody counteracts it. Some Plantetians can use this spell with a more offensive intent, being able to directly attack by channeling its essence.

Sporadic Fumes: A vast number of various different magical spores can be casted by any Plantetian who's experienced enough in the arts of magic; Frostbiting, mossy, electric, venomous, acidic, hallucinogenic, putrid, fragrant, illuminant, paralyzing/numbing/catatonic, sleep-inducing, multicolored, itch-inducing, pesticidal, and many other varieties of spore can be conjured.

Cellular Illumination: A spell that works magic and harmless chemicals into a plant or life form, causing them to glow. This can be used on sticks, fruits, flowers, mushrooms, moss, roots, etc. Imbuing this magic into a fruit and sticking it onto the top of a stick makes it work as an excellent substitute for torches. Some may have the ability to use this magic in ways that simply make their own hands glow.

Fungal Touch: A spell that gradually grows into a series of multiple fungi which invade those who are hostile. Depending on who's casting, this spell can either be painful, something that slows down an assailant, or both.

Ice Tinge: A spell that adds a freezing affect to any Plantetian spell. Icy plant elementals and icy plant-based creatures aren't an uncommon occurrence on Planet Plantet.

Medicinal Growth: A very important spell, conjuring a bouquet of various different potent medicinal flowers. This spell is commonly used for medical emergencies, since it works so well with a vast number of potential incidents, and has infinitesimal side-effects. Red flowers are applied to the skin to stop the bleeding, disinfect, and insert special magic into the bloodstream that intuitively fights against any blood-or-heart-related issues. Blue flowers greatly reinforce the body's ability to fight off germs, diseases, infections, poison, and they utterly destroy parasites of any kind. Yellow flowers will either keep the body awake, or put it to sleep, depending on what's needed most. They also fix the musculatory system, healing pulled muscles and curing Tendinitis, or severed/snapped tendons. Purple flowers will heal cracked or broken bones, while restoring bone marrow. If used in combination with red flowers, this can cure something as bad as Leukemia (If such a disease even existed in the Havem Universe). Green flowers work as a harmless and non-addictive pain killer, turning pain into just a dull buzzing sensation, while also keeping the mind calm in ways that help whoever's injured. It also helps with breathing. Orange flowers don't just help with breathing, but will save one from drowning by magically creating elements necessary for breathing. It even works as a water-breathing alchemy ingredient. White flowers are a very delicious dental medicine, one that cleans the teeth perfectly just by chewing. It also brings brimming healthiness to parts composed of keratin, dermal bones, keratinized cells, the epidermis, hair, fur, etc., such as horns, teeth, claws, nails, scaly crests, etc. Black flowers will nullify chemical imbalances, destroy unnecessarily acidic substances, and heal deep scars.

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Reaper Magic (No distinct visible raw appearance)

Description: Reaper Magic is used among those who've been Reapers for somewhat more than half a century, having had the time to practice it for all those Years. Reapers have the power to naturally preform certain actions involving the precepts of death, but their magic is more oriented around keeping confused or aggressive Spirits under control. After all, Reapers are not murderers, but are instead escorts for the dead (into the Afterlife). When their jobs are a little harder to do because of troublesome Spirits, that is when Reaper Magic plays a significant role. It's commonly used as a method of detainment when cooperation is neglected. It's also used as a defense mechanism against creatures called The Derranged.

Seeping Darkness: A Reaper spell that shrouds an uncooperative Spirit with a heavy expanse of darkness, whilst temporarily blinding them. The expanse can become contracted towards the target, making it even more difficult for them to move or escape. This keeps hectic or chaotic Spirits from hurting anyone, or getting away.

Light Explosion: Made specifically by Reapers to defend against creatures called The Derranged. It casts a massive explosion of light that's particularly most affective against The Derranged. When the entities see the light, they're not only blinded permanently, but are also burnt to a crisp wherever the light shines on them. In close proximity the spell is most affective, and will likely kill an average Derranged in one go.

Sit Your Ass Down And Shut Up: A spell that sits an uncooperative Spirit's ass down and shuts them up. If they're in the back of an escort vehicle, and are not calming down, then this spell plants them still, and optionally forces them to remain silent. This spell used to be called 'Escort Restraint', but was adapted into another name due to Reapers always saying "Sit your ass down and shut up!" to most passengers. The spell is lifted when the Reaper grabs the passenger. Alternate versions consist of phrasing like "Sit down and be quiet", or just "Sit down".

Mini-Reaps: A spell that conjures small shadowy creatures that are capable of turning invisible to all entities (Other than Gods). They retrieve lost or wandering Spirits for the convenience of the Reapers. The Mini-Reaps are cute hooded creatures with paws, cat-tails equipped with blades, and cat ears. Their faces look like something between a Fox's and a kitten's. The adorable appearance is meant to keep Spirits or other entities from being scared, or preventing others from overestimating them. They also work well with defending against The Derranged.

Sunball: A ball of light which looks like the Sun, but emits light that's specifically geared towards warding away The Derranged, and mischievous Spirits. It also pushes away fog and magically-conjured darkness.

Harkened Knight-Spell: A spell that summons Harkorse's from the realm of the Reapers. These carnivorous horses are pitch-black, have red or orange eyes, razor-sharp teeth, black hooves, black manes, black tails, and are much larger than any ordinary horse. They're only known to obey Reapers, and are only relatively tame if raised in captivity. They commonly pull carriages that escort the dead. The huge clopping sounds produced by their hooves can only be heard by the deceased, or by other supernaturally similar entities. When, or if the Harkorse's are killed, they're automatically sent back to the realm of the Reapers. This spell can additionally but optionally clad the Harkorse's with Harkite Armor, which makes them, and everything around them enter a zero-gravity state. Everything in the zero-gravity field can control their movements with ease. This method is used as a means to simplify carry-weight, and to provide protection.

Soul Implosion: A long-lasting implosion that sucks in a specific targeted Spirit. It simply brings them to a specific location for the convenience of a Reaper's Soul-retrieval.

Reaper Tears: When a Reaper sheds a tear, the fluid serves as an incredible magic conductor, and even moreso as a magic magnifier. When one comes into contact with Reaper tears, their magic abilities temporarily improve drastically. But it takes a lot to make a Reaper cry, considering their desensitization to death, and incredibly high pain tolerance. A special spell becomes available to the Reapers who shed tears. It allows them to break pseudo-realms created by The Derranged, by summoning a small beam of concentrated light, like an arrow to a balloon.

Memory Boost: A spell among Reapers that only works if a Spirit with amnesia has a shred of memory or more regarding when they were alive. Some Spirits have become so long-gone that they require the help of this spell. However, it does not fully work with restoring denial-related cases, but can still slightly help nonetheless.

Pursuit Vessel: A Reaper spell that works to conjure a vehicle, carriage, boat, aircraft, or otherwise, in order to capture a fleeing Spirit. The desired size or speed depends on the magical prowess of the Reaper.

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Enchantments and Such (Multicolored or Mixed-Colored Magic)

Description: The Havem Universe is filled with infinite amounts of magic, and in countless varieties. Utilization of this magic can do many things, one of them being enchantment. Enchantments can be used on anything sentient, or non-sentient. In other words; It works on whatever/whoever/wherever one can imagine. For example: If one were eager to make their food taste better for guests, they'd use an enchantment to make it taste delicious, or a bit sweeter, spicier, etc. Or perhaps one is in a dangerous situation, but is only armed with a weak stick. Electricity and fortification enchantments will turn that stick into a durable, zapping, hard-hitting weapon!

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This is one of many ways staffs are made in the Havem Universe, although this particular means of creating staffs are somewhat inferior, unless someone is looking to add a little extra power to their staff. Even something such as a butter-knife can be enchanted into a sharp weapon that follows the target when thrown, then either freezes them, lights them on fire, zaps, poisons, etc. Enchantments are channeled through drawing a specific symbol on the ground, followed by the name of the enchantment, then placing whatever/whoever is to be enchanted over the symbol. However, the ground isn't the only surface one can use this symbol for. It can also be duplicated by a spell, or drawn on one's hand, paw, etc.

Weight Hollowing: An enchantment that manipulates however much weight an object or life-form has. Instead of decreasing weight, which might take away mass, the magic simultaneously lifts or moves the object at the same time the wielder moves it, this being a phenomenon that takes place with perfect synchronization. It can make a weapon or object feel like there's no weight.

Weight Shifting: An enchantment with great intuitive response when shifting weight, even when it comes to any action. The enchantment can be used to create weapons or objects that intricately manipulate their own weight at the most ideal times. This includes if the object is lost, unreachable, or about to break. This manipulation of weight can also be used for getting weapons to be drawn back to their owners (hilt-first by default, obviously). The intuitive feature of this enchantment is optional. The enchantment can also be used solely to increase an object or life-form's weight alone.

Gravity Shift: An enchantment that endows an object or life-form with the ability to travel on surfaces via their own personal gravitational phenomena. The swords and objects don't travel on surfaces, mind you! They instead endow this ability to their wielder, but can still be commanded to whichever surface they orient, via mental control or verbal command.

Hydro: An enchantment that bestows hydrokinetic functions to any object or life-form. Other than hydrokinesis, it can also shape into various forms by turning into water, then reshaping itself again. It gains power near rain or water, and can even make it rain if the caster has enough magical prowess. Objects will work greater underwater and can shoot highly pressurized blasts.

Pryo: An enchantment that gives pyrokinetic powers to an object or life-form. The fire would be unable to burn the user, and would be cloaked around the object, only spreading to wherever the wielder wills it to. Surroundings that are hot or burning have a symbiotic effect on the enchantment. Surrounding flames will add to the enchantment's power, and vice-versa. If enough fire-power is gathered, the projecting firestorm blasts which come from the enchantment will become increasingly more like a real storm. Swings from broad objects will release a stream of fire in their wake.

Cryo: An enchantment that creates cryokinetic powers in any object or life-form, also providing the power to sprout, spread, or grow ice crystals wherever the user intends. The colder environments are, the more it will increase the ice-power of the enchantment. Blasts of snow or ice are able to be shot out, making it harder for opposing forces to move. If enough magic is gathered from icy environments, the enchantment will release a snowstorm by the will of the user.

Bolt: An enchantment that charges an object or life-form with an affinity for lighting, giving it electrokinetic powers. The enchantment can cause anything regardless of conductivity to take magic electrical currents. Lightning, water, and metal are the things that give this enchantment more power, allowing it to produce much larger blasts of electrical storms the more it gathers power from these aspects. Thunder is an additional aspect that can be added to the Bolt enchantment, which adds a likeliness to stagger or surprise opponents.

Aero: An enchantment that affiliates an object or life-form with the forces of wind, and aerokinetic powers. It grows more and more powerful according to how ample both altitudes and winds are. Windstorms and powerful cyclones are stirred up by the enchantment, sometimes prevalent enough to generate electricity. Wind-force will help the user, while hindering opponents. The enchantment produces powerful blasts of wind from the object or life-form by the will of the user.

Geo: An enchantment that grants geokinetic powers to any object or life-form, allowing it to command or manipulate rocks, metal, ores, minerals, crystals, and lava. It spreads crystals and rocks onto an opponent, which make them heavier to the point of immobilization. Manipulating the ground or making it shake (not the entire plates, mind you) will make movements extra difficult for those who walk on land.

Overgrade Enchantments: A particular genre of Enchantment that deals with more unheard-of, special, unique, custom made, or even gravely dangerous or forbidden enchantments. Some may cause instant death under specific conditions and circumstances, or perhaps some may be bizarre or way less mainstream than the rest of the enchantments. Whatever the case, these enchantments are typically unusual.

Contagion: An Overgrade Enchantment that spreads it's own conditions of enchantment to other objects, and so-on, and so-forth. The spread may stop if the firstly enchanted object or life-form is either destroyed, or extracted of the enchantment.

Chaos: An Overgrade Enchantment that makes any object, weapon or life-form unpredictably random, causing it to likely surprise both the wielder and the opponent. Some small examples of what the Chaos Overgrade may randomly do are: Objects suddenly generating element-breathing orifices, instances of perturbing or harmful noises, sudden or automatic manipulation of random things or occurrences, summoning unknown creatures, odd or unusual resistances, convertibly splitting in two (without damaging itself), telling lies, shooting cactus needles, discoloring one's vision, adding a fourth prime color to one's vision, etc. Though these are just examples, out of virtually infinite possibilities.

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There is an option to make this Overgrade Enchantment more friendly with it's user, the user's allies, and the user's friends. It's mainly used to confuse the opponent, throwing them off with a series of unpredictably random occurrences. Chaos is a very special Overgrade Enchantment because of it's potential ability to elude certain variations of Time Magic. If one travels back in time in order to predict the actions of Chaos, then it will NOT stay the same, ever. Each travel back in time would result in an entirely different experience with the Chaotic object or life-form's functions.

Nanite Hacking Gollems: A type of Overgrade Enchantment that focuses on using Nanites made of magic. These Nanites will imbue themselves into a weapon, granting the user's control over any technology it touches.

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Name of Universe:

-> Havem-747 <-

(3rd Prime Universe, of The Havem Collective)

Description: The Havem-747 Universe has limitless size, meaning it is infinite. It's a Universe of great magic potency. Almost every star within it's boundary is imbued with some type of mystical, magical, or arcane quality. This includes almost all other celestial bodies. Like most Universes in the "Havem Multiversal Collective", Havem-747 is under the protection of the 7 Supreme Deities; A group of 3 Gods, 3 Goddesses, and The Lead-Deity who has no form, but is the most powerful and most intelligent of them all. These omnipotent Deities are unknown to the Havem-747 Universe, which means almost all Universal inhabitants are ignorant of what a God truly is. Here, there is no such thing as a Human, but instead there are anthropomorphic entities, quadrupedal entities, semi-anthropomorphic entities, and etc. There are infinite amounts of other forms than the previously mentioned, which makes Havem-747 a Universe full of remarkable, impressive, surprising, exotic or unique creatures and entities. Each Planet's inhabitants commonly have their own Planetary Magic, which is generally a type of magic that is unique to the inhabitants of a specific world. Most use their magic in everyday life, some for fighting, and some otherwise. Each inhabited System in the Havem-747 Universe is protected by Demi-Godlike creatures, whom are mistakenly revered as full-blooded Gods, due to the Universe's lack of knowledge regarding what a God actually is.

The Corruption: An entity hellbent on corrupting as many Universes within the Havem Multiversal Collective as it can. It possessed the incarnation of deadly sin known as wrath, turning her into something evil. Most of the Universes are safe from her, since she's trapped in an allegedly "permanent" slumber, within an empty Universe far away from all other existing realities or timelines. But nonetheless, she has found ways to spread her influence to as many Universes as she could manage, thereby dooming a small amount of them. The 7 immortal mages who locked her away in the vacant realm long ago were only capable of locking her body away, but not her infested spirit. So the Spirit of corrupted wrath scourges as many Universes as it can.

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The Champions: Inhabitants of the Havem Multiversal Collective who are chosen by the Gods, and employed by the DemiGods, in hopes of thwarting great evils and corruption. They are each the best possible choices for defeating entities created by corruption. Nobody ever knows who will get picked, but when one becomes a Champion, it's either a great cause for celebration, or is seen as a tragedy. Sometimes both.

Vitaloc Galaxy

Solar System's Name:

Marvelir System

Solar System Format:

|Celestial Bodies|

1st: Plazár (Star/Sun) [Inhabited]

172,822,715.32 Miles in Diameter

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Description: Plazár is the Marvelir System's Sun. It goes beyond the heat and size of our own Sun, and it is controlled by living beings who inhabit it (Light Dragons), whom have dedicated their immortal lives to protecting the Marvelir System from it's heat, by building a super advanced ancient device which surrounds the star with an indestructible semitransparent force-field. The device is like two mechanical rings, each perpendicular as they spin around the star. The Light Dragons guard, manage, and maintain the device, using its omnipotent generators to create constructions out of matter and infinite energy. As a result, they can generate any thing, place, or even create new elements. Every instance can be contained in a secured subspace pocket dimension. Another mechanical function allows all Light-Dragons & Plazárian inhabitants to teleport to any location at will, while still being connected to the systems. If there's ever an emergency, they're teleported back to their stations and/or posts. The dual ring devices surrounding the star are called the Omnipotent Arcane Digital Systems, or "OADS" for short. It uses both scientific and arcane methods in order to operate. If either magic or technologically generated energy is somehow inhibited, the systems each have a reboot system; One for the arcane segment, and another for the standard segment. Both can operate at full efficiency and capacity in order to power each other, as well as all functions, even without there complimentary counterparts. The OADS' indestructible metal's compositions are unidentifiable, and are the only existing quantities in the Havem-747 Universe.

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The force-field filters out just the right amount of heat radiation, and light, so that the Marvelir System is safe. Plazár's magnetic field is also controlled by the Light Dragons, making sure that all 17 Planets are held in their correct rotations.

Within the center of Plazár (Their Sun), a portal exists. One which connects their Universe to the many different parallel Universes of their own, allowing them to protect more than just one Marvelir System.. Plazár also shines in a strange incomprehensible way towards every other celestial body. This is due to the Light Dragons modifying the Marvelir System's Sun's light patterns and their concentration, which makes it difficult for most life to perceive how it's patterns function towards each Planet. Nonetheless, a fixed pattern still remains consistent towards every celestial body in the Marvelir System. The Light Dragons have horns and claws made of solidified light energy.

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History: Plazár's Light-Dragon inhabitants are some of the only creatures that can withstand it's heat at extremely close range, next to Planet Cryoviza's inhabitants. When the sun went out of control, ready to explode due to an accidental error that the Demigods goofed up, the Light Dragons noticed the situation and helped very efficiently, saving The Marvelir System from it's destruction by absorbing Plazár's energy. After absorbing the excess power and energy, they further prevented any other issues by building a machine around it. The massive machine limits and controls their Sun's power and light-distribution.

Legend Of Vastvoid: Before the star Plazár was created, there was instead a dark void floating in space. Inside of that void was a world of darkness, which was connected to various other timelines and Universes. This darkness wasn't bad or good, but depending on how it could've been used, it could've become either one. Luckily a quartet of Demigods arrived to claim it; Dreknah, Elliburse, Repateel, and Carathmo. Together they found and gathered 3 1/2 more Demigods, who helped them create a burning star around the void. Since they were half Gods (and one of them, one-fourth), they were able to withstand the heat radiating from the star's surface. Other entities also had their eyes on this Multiversal void, but didn't have the guts to approach it, so they tried taking legal action (Since the Demigods cannot hurt one another). However, their Intergalactic Court Systems failed, since Dreknah and her Family had created the Light Dragons to inhabit the property, and also legally registered their star as a Planet named Plazár. From this species, 7 unique entities called Arch Light Dragons were born from inside the Void. One of them claimed the title of Lead-Champion, the one who'd fight against the embodiment of corruption, which was an entity hellbent on tainting all good.

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Examples of Plant Life:

Marvelir Rose: Not particularly rare or endangered, but still the hardest plant to find in the Marvelir System. A black rose which gives off a blue luminescence. It grows within the flames of Plazár. It's scientific origins are unknown, but it's theorized to have been planted by the Light Dragons long ago. It cures many diseases just from exposure to its radiance. Eating it will cure any physical/mental detriment, no matter what.

Flarebrim: A white flower with 72 petals that shines brighter than it's own sun. If it were to be anywhere too close to a Planet, their weather would be effected drastically. It can be used as an infinite power source, if contained correctly.

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Examples Of Places:

Vast-Void Hall: A humongous meeting place built around a Multiversal Portal that leads to 1,008 different known parallels of their own Universe. This is all at the center of their Sun, Plazár. This is where all 1,008 Universe's most powerful leaders secretly communicate and negotiate certain terms and agreements, ones which are kept immensely confidential. On the inside of the building, the portal makes the interior appear black, like a void of darkness, hence it's name. The Light Dragons guard it, and they're commanded to protect the portal, and the meetings that take place within it.

Peace Facility: A makeup of trillions of connected buildings and establishments floating over the surface of Plazár. They give help of all kinds, entertainment of all kinds, services of all kinds, happiness of all kinds, fun of all kinds, and excellent living conditions of all kinds to the Light Dragons who inhabit Plazár. Infinite amounts of solar and spacial energy are channeled by an Arcane Digital System in order to provide anything that is most ideal for an individual's maximum happiness. Everything that's provided is real, and is brought from across the infinite complex of Timelines and Universes. The system will allow anyone to travel to any Universe or place, do anything in that area, or have anything, as long as there are no cruel or extremely harmful intentions sensed by the Arcane Digital System. The users of the system are teleported back if their assistance is needed on Plazár during an emergency.

Oceanic Fire Cross: Where powerful World leaders are transported safely without harm through the fiery Seas of the Sun, Plazár. They are placed in a luxury cruise spaceship that sails across the Sun's surface, and to whatever destination they desire. The ships are roughly the size of most Planets, so there's a lot to do while aboard.

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2nd: Cryoviza (The Unmelting Ice Planet) [Inhabited]

10,012.51 Miles in diameter

Days: 35 Hours, Nights: 17.5 Hours

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Description: Cryoviza is made entirely of unmelting ice and snow, and is the closest Planet to the Sun (Plazár). Despite being right next to Plazár, Cryoviza's Days are still 7 degrees Fahrenheit. Visitors planning to spend the Night have the wrong idea, considering Nights are -417 degrees Fahrenheit, and if you get frozen, you will never melt. Fortunately, Days last longer than Nights on Cryoviza. The ice there is often mined by Galactic travelers, or visitors from other Planets. In some regions, there are ice volcanoes that are used as homes by Frost Phoenixes. Croviza's lakes are made of liquid Berylgen, an element composed of unfreezing liquid that never solidifies, no matter how cold it gets.

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The overgrowing ice crystals on Planet Cryoviza are plentiful and give many uses, such as making the Galaxy's best ice cream, best coolers, very useful medical tools, and it has served science and technology a major benefit in cryogenics and chemistry. It's inhabitants are mostly underground (or under ice). Most creatures there have white fur, and there is a feral form for each anthro form. There are Wolves, Canines, Cervine creatures, Felines, Big Cats, Foxlike creatures, Ursids, White Furred Frost Dragons, Frost Phoenixes, Frost Eagles, Ice Snakes, Frost Hybrids, Cryolancers, Crystalline Ice Creatures, Frost Felkins, Frost Bunnies, Frost Reptiles, Frost Salamanders, Ice Elementals, Frost Equines, etc. Each of these creatures only looks akin to the mentioned species above, and actually look very different. For instance; The Cervines on Cryoviza have tough antlers made of unmeltable ice crystals that are harder to break than steel. Plus they have large and accentuated white or silver manes that give off an icy fog. Small natural armor made of the same durable ice material is formed around places like the shins, center of the back of the neck, and sometimes around the head. Cryovizans can generate or shed this armor at will. Other examples are the foxes, bears, wolves, and pantherine creatures, which all have the same sort of accentuated manes, along with the occasional ice crystals lining down their backs, and sometimes tails.

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Although their bones and fur (or feathers) are made up of a stronger and more durable version of their Planet's unmelting ice/snow, most tend to be bothered by the Sun anyways. So they lurk underneath the ice, where the expanse is as big as entire Countries. Both anthropoid and quadrupedal creatures of each species exist on Cryoviza, and have their civilizations built underneath the ice. Many different architectural styles and structures exist for different varying regions. The atmosphere of Cryoviza is a thick, but super clear sheet of unmelting ice about 85 ft thick at the surface. Travelers must land there before finding an opening to the Planet's grounds.

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History: Cryoviza has had a vast history of being overly useful towards other Planets. Nobody has ever fully decided they wanted to take over it, considering the harsh conditions that only its inhabitants could live happy lives with. They transport cargo containing useful items and materials to other places and Planets. Their history only started becoming somewhat eventful the moment they'd started trading with other Planets. If cargo were ever lost in any rarely occurring accidents, there'd be a treasure hunt throughout their Solar System. The goods and items they distribute are very valuable, and exceedingly useful. Hundreds of thousands of Years ago, Cryoviza used to be a Planet of adaptive crystals. Since Cryoviza is the closest Planet to the star Plazár, those crystals adapted accordingly to oppose the harsh forces being fared against them. The crystals became colder than ice, unmeltable, and grew to be roughly as durable as steel. Since their transformation, the purest form of the adaptive crystals only exists in small quantities within Cryoviza's core.

Legend Of Elliburse: Long ago, the Demi-Goddess Elliburse found a massive celestial body of blue crystals. She was inspired by their beauty, so she decided to create a Planet out of them, by imbuing them with a powerful deific magic. This powerful magic transformed these crystals into what made Cryoviza into a cold and unmeltable ice Planet; The Adaption Crystals.

Legend Of Cryovell: Other legends also tell of a brave altruistic mage who ventured into space, after realizing the Galaxy wasn't behaving right. Even though this Cryovizan was primitive, he held an intuition that insisted there was something wrong amongst the stars. This warrior was known as Cryovell, a Champion of their Planet who fought against an ancient corruption, alongside 17 other Champions. The Seven Demigods of The Marvelir System picked him to possess a special holy ice magic, meant for purifying corruption and evil.

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Community/Culture: Cryovizans are usually very energetic and playful, as well as very physically powerful. They're naturally caring towards the well-being of other life. Other Alien life might be surprised by most of their gleeful and upbeat attitudes. Cryovizans are welcoming and hospitable to otherworldly visitors, and they all have quite a close connection with each other. What they do for fun, -beyond sculpting, ice architecture, and Frost Gardening, is practicing Cryomancy. Only the best Cryomancers in the Galaxy live on Cryoviza, and most like to practice their unmeltable ice-magic together in groups. Education and jobs work very differently there. Even the 4-legged species are allowed to take up an education or job, and "School" is a technology center meant for learning how to build spaceships, cryogenic freezing machines, forcefields, magic items, and strong mining tools. Although, schooling is of course, optional.

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Currency: None... Cryovizans are naturally nice and friendly inhabitants, who are willing to do nice things for others, because they immensely enjoy the company.

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Calendar/Timescale:

1st Day: Cromence, 2nd Day: Nytomence, 3rd Day: Bimence, 4th Day: Pirmence, 5th Day: Galmence.

Night Sequence: Frost Point (1-35 FP), Day Sequence: Light Point: 1-17:50 LP)

Name Description: Each of the 5 Days were named after the 5 Great Cryovizan Explorers, whom were all Siblings that traveled to other Worlds. They were revered in history, and were remembered by having all 5 Days named after them.

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Examples of Plant Life:

Cryoplant: Transparent coral-like growths, which come in any or all colors. Most plants on Cryoviza feed off a mixture of mineral-rich ice crystals, and sunlight. At least half of them can glow.

Skice Fruits: Blue and white fruits which hang from the Planet's frozen atmosphere. The blue vines which hang down from their Planet's super clear atmosphere are durable, and the icy fruits they bare at the bottom are not edible unless they are battered and bruised repeatedly. They also make for exhilarating swings!

Red-Relics: Red crystal trees of unknown origin. They grew on Croviza, but were never categorized as ice-like plants. Entire Forests of them exist, and they can easily be cut down and replanted. On Cryoviza, they often stick out of their environments like sore thumbs.

Frost Bells: A frost flower which hangs down like a bell, emitting a thin lair of icy fog over the ground. It is used to make Freezing potions that are fireproof. It can be made into a cold smoke-bomb potion, or the Flower alone can prevent the causes of fevers. It's colors come in indigo, blue, and sky blue.

Flakepad: Like a lily pad, but instead takes on the appearance of a large snowflake floating atop a lake. Some are naturally luminescent.

Ember-Lemon: A flower/fruit that is usually too hot for any race other than Cryovizans. It's both extremely spicy, and literally burning hot. It's juice can be used as an affective self-defense spray, even against Cryovizan creatures (which wouldn't normally be a reasonable thing to use it on, considering their blatant innocence).

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Examples Of Places:

Beryl Falls: A massive ice castle so huge, that it contains a 200 ft wide (245 ft tall) waterfall on the side of it's walls. The fall is made of Berylgen, a liquid that never evaporates or freezes. Unmelting crystalline icebergs travel through the fall's water system, and there's a massive river that streams out from underneath the castle. A colossal water-wheel generator, made of Red-Relic trees works underneath the castle, generating electricity throughout the building's rooms. The whole lake area on the other side of the castle is surrounded by icy trees and plants. It's where sail-ships and submarines come to dock at the front of the castle. The building's structure towers up to 1,550 ft tall, and 475 ft wide. The whole structure serves as a multipurpose building, and often as a Cyrovizan recreational center.

Unbroken Woods: A large and deep forest composed of unmeltable ice. It's trees and plant life are made of transparent ice crystals and frozen formations. 1/3rd of the trees and plants are luminescent. The forest is an average of 74 ft high, and is 1,527 Square Miles across. Many liquid Berylgen lakes, rivers, ponds and waterfalls exist as a part of the woods. Almost all of the Planet's wild quadrupedal inhabitants are native to this area.

Snowy Icelands: A vast wasteland of snow and ice, one which looks similar to a desert. There are hills of snow and ice grains that go on and on, and a type of cactus made of Berylgen and ice. They absorb Berylgen-based rain or fog (produced by wind), and have sharp ice-spikes growing from their surfaces. The Snowy Icelands are dangerous if you aren't a Cryovizan, and there's wild Ice Snakes with venomous bites that may chill you internally. Small underground ice villages are established mostly at the borderlines of the wasteland, in order for locals to warn others before venturing into it.

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Moons:

Gyroquince: [Inhabited] 2,357 Miles in diameter. Ranging 100,008 Miles away from Planet Cryoviza. A Moon with practically endless amounts of edible fruit and flowers. It's inhabited with birds, four winged butterflies of countless different species, and fairly docile quadrupedal Cats. The ocean is all fresh water, and the beaches are drinkable. Fish come in many varieties and colors as well. Gryoquince is so beautiful that it's under careful watch and protection by the Marvelir Management Committee (The Solar System's Galactic Managers). The whole moon is unaffected by the Sun's intense rays, being protected by a strange phenomenon originating from Cryoviza's magnetic field.

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3rd: Ruehark (Multi-physical Planet) [inhabited]

75,989.24 Miles in diameter

Nights: 56 Hours, Days: 28.5 Hours

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Description: Time and Space around Ruehark is distorted in many different ways. The veil is weak. Several metaphysical planes exist within it all at once, overlapping each other constantly. Each plane functions differently, affecting the Planet in unique or unusual ways. Just as an example, you could be in one of Ruehark's forests, roasting marshmallows, but if one of the other physical planes crosses between you, and different things are happening in their own plane, you may experience strange phenomena, like your marshmallow freezing, or hearing voices emanating from the fire. As for other places, the Deserts in Ruehark are made of a mysterious crystal sand. Some of it's rare crystal formations have random reality-defying properties, and are therefore extremely high in value.

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On Ruehark, "Paranormal occurrences" as many communities local to the Planet like to call it, are half-the-time, many different physical/metaphysical planes bumping into each other. The amount of inhabitants on Ruehark is truly a mystery, considering the many planes that are invisible to the average eye, cannot be seen. Therefore, the Planet's population cannot be accurately measured. All that can be confirmed is that there's 10 known different planes total. 3 of them are afterlives for those who've passed on. All of them are different, so there's no telling who or what might confront you, and there's no way of telling if the phenomena will turn up righteous or evil, helpful or destructive. There are unusual rock and land formations, along with strange twists of gravity in different areas. The oceans are often teeming with ghosts or Spectre-like creatures, or even Spirt Ships that sail the 17 Seas, regardless of Day or Night. 7 snowy waist-lands exist on Ruehark, and each one has living snow that tries to confuse your path, or sometimes kill you.

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Ruehark's inhabitants consist of many different species: Owls, Vultures, Ravens, Dragons, Amphibious Dragons, Horses, Canines, Big and Small cats, Vampiric creatures, Where-Dogs, Slime-like creatures, Blood-Slimes, Shade-Slimes, Elementals, Giant Snakes, Wherelonepsies, Giant Spiders, Spirits, Hell-Hounds, Holy-Hounds, unidentified species, and beautiful or terrifying hybrid monsters. Each species has either an anthropomorphic or non-anthro form, and additionally any other random form. This "extra random form" is as a result of it's inhabitant's evolutionary patterns having to adapt to several different plane's of environments at once. Therefore as a result, they have more than one form that they can shape into at will.

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History: Ruehark has existed longer than any other Planet in their entire Solar System. It'd even existed before their Sun. That Era was called the Survivor's Age, where MOST lifeforms used to be depraved evil creatures, who stalked amongst the dark everlasting Night for meat and prey.

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A hundred Years before the normal present, an embargo had to be enforced towards the Planet Ruehark, because Space ships and Sea ships alike would often never come back whenever delivering trade or cargo. They mysteriously disappeared every time, until the ongoing trades were finally banned by the "Marvelir Management Committee", (MMC) an organization made of the smartest races and species belonging to each Planet in their System. The items were strange ores and metals that had the properties to affect gravity around them. They were extremely easy to mine, and went up in value everywhere in their Solar System, once their distribution was prevented by the embargo.

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Governments in Ruehark are very different. They work alone and are very separate from the Public. They've fended off against armies of evil Spirits, Evil Witches, Demons, and Other creatures of unknown origins, and have saved their own Planet from upcoming threats repeatedly, with very little credit given. Their Government is known as HarkBay, because their facilities are usually established near bays and beaches, which gives them many advantages over their world's mystical threats.

Legend Of King-Prince Morberell: Long ago, an Era of darkness ensued over the Planet RueHark (The Survivor's Age). This Era was brimming with savages who had a horrific bloodlust, bent on devouring one another, and especially the innocent. In this Era, there was a Prince named Morbel, and his Father, King Rell, who lived in a striving Kingdom of remaining inhabitants, who were some of the only ones left with a semblance of sanity. One Night, Prince Morbel was training in combat with his Royal Supervisors, when the guards regretfully interrupted with news of his Father's death (Having been found mangled in the woods). Going into shock, Prince Morbel eventually went insane after a few Years. He experimented with RueHarkian Necromancy, trying everything he could to bring his Father back, but to no avail. Once extreme desperation set in, Prince Morbel decided he would use his own body as a suitable vessel for his dead Father. Once they were reunited, Morbel's Father was infuriated, not only because he was brought back from Paradise, but because Morbel needed to move on from mourning, but didn't. Finding that the spell was permanent until death, King Rell eventually decided to join his Son, helping him rule the broken Kingdom once again. When word got out, everyone eventually knew about what happened to the King and Prince. They earned the name, King-Prince Morberell. They continued to share the same body.

Legend Of Morberell's Daughter: After the two-spirited royalty had worked hard to get the Unnamed Kingdom back on its feet, Morberell sought out a Queen. Among a middle-class community, there was a lady whom both King Rell and Prince Morbel had fallen in love with. She was perfect for both of them, and seemed to share very similar interests. Her name was Lady Bethlit. The royalties spent Decades with her, getting to know her quite intimately. Two Days after their marriage, Queen Bethlit gave birth to a strange Daughter. The offspring had a sharp mouth on her tail, and an orange eye on the back of her head. This wasn't normal for their blood. Nonetheless, they named her Bellidia. At 400 Years old (Middle-aged for RueHarkians), Queen Bethlit confessed that she was the Daughter of King Rell, and Prince Morbel's Sister, and that she'd known for half the time (100 Years). King Rell wasn't as surprised, but Prince Morbel lost his mind, and began to vomit excessively. King Morberell left her, leaving her in charge of the Kingdom. A Century later, Morberell's Daughter was called as a Galactic Champion by 7 Demigods, those of whom had brought her into their sanctum within the cosmos. She had a duty to vanquish powerful demon lords hiding around the Universe. Queen Bethlit didn't take kindly to her Daughter's abduction, so she prayed to a corrupting and ancient darkness (The one her Daughter was supposed to fight). This demon lord tricked her, and had accepted her pleas to give her strength, in order to 'save' her Daughter. She was turned into an extremely powerful Warlock, and was corrupted beyond recognition. She currently commands an army of Elder Demons as the demon lord's General.

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Community/Culture: Almost everyone in Ruehark's Community looks somewhat Dark, whether they be dark-pigmented (or dark-furred), Dark in attitude, personality, or in cultural practices. Nights last much longer on Ruehark, despite the clear patterns of their Sun. So because of their world's unabiding patterns, everybody is forced to be more aware of creepy creatures, entities, and Spirits roaming the Night. Day only comes for a few hours, and that's when they sleep. Usually architecture consists of stone and dark-wood trees that can be made into durable log-cabins. "RueHarkians" like to stay together in neighborhoods as much as they can, sharing warding-spells and protection incantations with one another. They tend to saw the legs off of their deceased, in order to prevent sudden undead possessions, which can happen sometimes on RueHark.

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Each has an extremely strong natural instinct for survival, which allows them to work together in ways most Planets would be unable to comprehend. Their Communities are efficient, VERY prepared, and very well educated about survival. Fun activities consist of "Araknitting", which involves weaving colorful spiderwebs with knitting tools, making them into magic runes or protective clothing. Some like contacting friendly Spirits or passed loved ones, killing depraved or evil varieties of Monsters, camping out, customizing holy potions for warding away unholy entities, and most of all; READING. The RueHarkian's lives practically revolve around books and reading material. They love and cherish their Libraries. It is traditionally customary that each RueHarkian has their very own Library, much like it is for you to have your own car. Libraries are extremely useful to the RueHarkians, and very valued.

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Currency: Light-Wheat, a type of grass that illuminates white light. It's used as currency, but can also be used as an arcane ingredient for alchemy, and a useful tool for making oneself invulnerable against supernatural forces. It can be made into a type of bread that gives one's body the spiritual attributes of holy water, but only after it's digested. It's commonly traded by the pound for anything RueHarkians may need, and since paranormal forces are so prevalent throughout RueHark, they're a must-have currency.

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Calendar/Timescale (Nocturnal):

1st Night: Clawdrift, 2nd Night: Blacktooth, 3rd Night: Chainwraith, 4th Night: Degalorn, 5th Night: Wretchms, 6th Night: Gloordam, 7th Night: Repnat, 8th Night: Evradon, 9th Night: Riddlet.

Night Sequence: Lunar Period (1-56 LP), Day Sequence: Twilight Period (1-28.5 TP)

Name Description: The first three names are the names of dangerous entities that commonly roam the Night on Planet Ruehark. 4, 5, and 6 are the names of famous Families who contributed greatly to history, and wrote a library's-worth of famous revolutionary books. 7, 8, and 9 are three beings who were mysteriously bestowed with deathless immortality during the Survivor's Age, each still roaming somewhere among the Galaxies, having escaped Planet RueHark in the middle of the Survivor's Age.

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Examples of Plant Life:

SoreDusk: A plant that never blooms and always remains as a pod. It grows only in pitch black darkness, seeping off of the shadows, and bundling up dark energy inside of it's pod. They are useful for capturing curses and hexes, or inflicting them if the pods are cut open.

Skullips: Tulip-like flowers with naturally occurring black face patterns colored at the side of the petals. Many of the patterns closely resemble a skull.

Liarrose: A giant white glowing flower that grows in the dark forests of RueHark. It shines brightly, leading any creature without night-vision to fall for it's trap. The trap is the rest of the plant, which surrounds the glowing white flower. The rest of the plant surrounding the rose is dark, blending in with the shadows, as it lies low to the ground. It will clamp shut at the slightest sense of pressure, then digest it's capture.

Whistle-Branch: A tree that naturally grows with several indentations and holes. Strong winds cause it to produce multiple frequencies of bizarre whistles and howls.

Clawbrush: A dark-grey scaly looking plant that sticks out of the ground, with a stem that somewhat resembles a bird's ankles. Pale grey claw-like protrusions curl out from a cluster of black pollen located at the center of the plant.

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Examples Of Places:

Umberly Woods: A vast and dimly lit forest covered in an umber-colored moss. The moss is harmless, but causes temporary hallucinations if anyone inhales it. The only way to know what's real in the Forest is to ask a Community nearby what they've seen inside it. The Forest goes on for roughly 172 Miles across on each side.

Demon Marsh: A black and red marsh full of paranormal entities. All wood and plant-life is blackened. Harsh screams are heard from inside the waters, and skulls decorate the decrepit tree branches. Taking a single step in the water will follow with something grabbing your ankles and trying to pull you in. Hideous flesh-like flowers float on the surface of the water. It's one of the most terrifying places in RueHark. It's waters are the gate into RueHark's underlands.

Wanderer's Grove: A colorful garden full of bones, skulls, flowers, trees and plants. It's a massive resting place for the dead, where both mortals and spirits can live in peace. There are houses in the trees, and lairs underground. The garden makes the dead peaceful, which is why Spirits who can't cross over like to stay there. Anyone amongst the living who's a resident of the garden has the benefits of being protected by an army of Spirits.

The Underlands: A realm connected to Planet RueHark. It's full of Hellish Demons, and has the harshest conditions on the Planet. Blue lava scorches within it. The lava is hotter than anything in their world, and it doesn't kill whatever it burns. Staying there for too long will corrupt anyone who's alive or dead.

Darkroot Pass: A trail that appears when both Moons are out. It's riddled with decrepit black roots, making it impossible for anything with standard wheels to pass through. The Forests on each side of the path lead into a steep forest that ramps down into The Underlands. So it's like a gateway to the Underworld. At the end of the trail, there's a hidden castle that belongs to the demonic gatekeeper. The castle was built around and over the gate in order to assure nobody could get to it. The gate is 1.5 Miles down below the castle, within a secret dungeon that only those with demon blood can pass through.

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Moons:

Blire: [Uninhabited] 19,045.70 Miles in diameter. A red moon ranging 169,898.27 Miles away from Planet RueHark. Blire has nothing but red-hot magma at it's surface. It keeps getting bigger, then collapses under it's own hollow structures, which launches small amounts of debris out into space, and occasionally some may end up landing on Planet RueHark, or on it's neighboring Moon.

Perilwitz: [Inhabited] 38,981 Miles in diameter. RueHark's 2nd Moon. A blue Moon, ranging 339,716.54 Miles away from Planet RueHark. It's a Moon with nothing but freezing waters mixed with glaciers and ice. It repeatedly melts and refreezes, which constantly changes the land's form. Very strange creatures which highly resemble waddling razz berries, like to roam the surface. They come in races of different colors, and each race behaves differently with the environment. There are yellow, red, blue, and purple Razz-Creatures. Blue Razz-Creatures hide under the snow and ice, and only come out during the Night. Yellows like to play with anyone during the Day, Reds like to swim in the water at any time, and Purples do everything. They have small arms and feet, no eyes, and are very short. They feed off of colorful tiny fish in the Ocean, and they eat weeds that grow out of the snow, leaving only the snowflowers to grow.

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4th: Krusc (The Scumbag Planet) [Inhabited] 5,180.54 Miles in Diameter

Days: 14 Hours, Nights: 12 Hours

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Description: Mostly Cities, Towns, Highways, Commercial buildings, Labs, Shops, Stores, Jobs, Strip-clubs, Government Facilities, Military Grounds, Concentration Camps, Drug Manufacturing Facilities, Government-owned land, etc. Nature is somewhat scarce. Rain, fog & lightning is the most frequent weather on Planet Krusc.

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Their 4 Oceans are full of abandoned materials, objects, and abandoned Cities. Strange mutant creatures reside underwater, in the sky, and underground (Giant Multi-headed Snakes, Flying Scorpions, oversized bugs, Venomous Crows and Doves, Giant Hyenas, Spiders, Malfunctioning Anti-Pest Robots, Electric Cockroaches, Zombie-Bears, Six-legged frogs, etc.) The superior inhabitants consist of a variety of different anthro species: Canines, Foxes, Coyotes, Felines, Lions, Big Cats, Equines, Wolves, Eagles, Crows, Bovines, Reptiles, Furs, Scalies, and hybrids. Unmutated Ferals or pets are just like their anthro counterparts, except in feral/non-anthro form.

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Examples of Plant Life:

Adaption Pod: One of the only flowers and fruit in Krusc that've survived the Planet's polluted environments. It absorbs the impurities around itself, then integrates the pollution into a self-made acid that allows it to capture pests, like small feral rodents, and large arachnids. When eaten, it's fruit provides perfect immunity to anything toxic within the same area it grows in. During hot weather the plant sprouts teeth, then becomes more active, much like a predator.

Titantree: A genetically modified tree that was remade to grow into massive sizes, be fireproof, have excellent durability, grow straight out of the ground, and never rot away. The Kruscian Government created this tree to increase their wealth and productivity. After genetically engineering them, they plant these trees in massive Governmental Gardening Facilities. Shortly after, they ship and sell Titantrees across the world for absurd prices.

Coffee & Tea: Many plants involving the production of different kinds of coffee and tea are grown by big industries. Governmental laws and regulations only allow licensed individuals to grow these types of plants. These plants are no longer grown in nature, but are instead grown by large industries that have enough money to afford a license to make them, just like Titantrees.

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Community/Culture: Their Planet's full of corrupt and obnoxious Industries. It is small, overpopulated, and lacking in enough natural resources, due to those resources getting taken to be sold for money, and consumer demand. Their advancements in technology are centered around profit, gain, greed, and Industrial/Corporate benefit. This leaves their civilization in an endless loop of benefiting nothing but powerful Organizations, producing the same lame and easy-to-make technology in return for easy profit. Everyone is ripped off by most organizations, and 90% of the population doesn't know. Anyone in the 10% who speaks out publicly against this outrage is subtly muffled by the media. So much crime goes on at this Planet, that it's inhabitants are natural-born criminals with inherited talents for theft and crime, hard-wired into their instincts.

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Another common talent gifted in each inhabitant, is the knack for solving difficult mysteries, such as murder, theft, assault, conspiracy, etc. Many furs belonging to the Planet Krusc are difficult to communicate with, on terms of politeness. It is extremely common not to own a home. Even upper-class individuals usually can't get one, unless they build a home secretly, like everyone else. Their Government is the most corrupt of all Organizations. It secretly keeps every life on the Planet Krusc "bound" (Earth-bound), because they don't want superior fuel or energy sources to replace their business, which is oriented around selling cheap rip-off fuel. Anyone attempting to create infinite energy efficiency for space-travel is immediately tracked down and violently killed. This is because their World-Government is really in control of each of the Planet's Oil Companies.

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Currency: Blue & yellow colored paper bills called Scaps, with small amounts of platinum and copper, which are both valuable elements on their Planet. Iron and Copper coins called Pimes are a type of a usable money as well. Types of slaves also count as a tradable currency.

Scaps (Bill Money): $1.00, $2.00, $5.00, $10.00, $25.00, $50.00, $75.00, $100.00, $500.00, $1,000.00, $5,000.00, $10,000.00.

Iron/Copper Coins (Pimes):

1¢ (Copper)

5¢ (Iron)

10¢ (Iron and Copper)

25¢ (Pure Concentrated Copper)

50¢ (Pure Iron)

75¢ (Pure Iron and Pure Concentrated Copper)

$1.00 (Atomically-Altered Copper)

$5.00 (Atomically-Altered Iron)

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Calendar/Timescale:

Days: Taxday, Conferday, Centerday, Letterday, Laterday, Postday, Extraday.

Day Sequence: Light Meridian (1-14 LM), Night Sequence: Dark Meridian (1-12 DM)

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History: Planet Krusc used to be ruled by many different Countries, but was taken over by a much more powerful Government. One which was hidden from the World, and kept secret. Even now, the whole Planet has no idea that their Government is, and was, an evil secret Organization that took over everything. All other Countries' Governments are dead, due to being strategically destroyed in combat by their very own new World Government.

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Their own Moon used to be populated, but their Government slaughtered it's peaceful inhabitants, and then killed anyone who found out about their genocide. Now they use their Moon as a prison for many of those who break their laws. Most people sent there are not truly guilty, or entirely deserving of their sentencing. The rocket ships which send the prisoners are only capable of flying to their Moon and back. Each prison ship is held under extremely strict security.

Legend Of Behemoth: Before corrupt civilization settled on Planet Krusc, times were natural, far more peaceful, and the Planet had a much smaller population. In those ancient times, a Hero presided, rescuing countless inhabitants from a growing evil that sought to corrupt their Planet. The Hero's name was Behemoth, and he was chosen by the 7 Demigods to bring peace to his endangered world. Behemoth was incredibly strong and large in stature, hence his name. However, Behemoth wasn't the smartest tool in the shed. Before embarking on a journey to defeat a monstrous embodiment of corruption and evil, that same embodiment which he journeyed to purge, took on the form of a "Goddess". Behemoth believed her lies, and fell for her disguise. She offered a "special power" that would grant him even more brute strength, which would allegedly allow him to easily overcome the creature of corruption. Behemoth accepted, but was tricked, becoming a horrifically powerful force of corruption himself. With him by the corruption's side, the real Demigods had to seal him away deep within the Planet's mantle. It's told that many of Behemoth's descendants are scattered in random locations of Planet Krusc.

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Examples of Places:

The Anarchy Zone: A hidden underground region of the Planet Krusc which is completely hidden from their evil Government. It's surprisingly full of peace and well-being for each individual who finds the place. If one ends up there, the only rule is that they're never allowed to leave. It's a rule established in fear that their Government will interrogate whoever leaves, and receive the zone's location. The area is a paradise filled with quality food, excellent architecture, worthwhile jobs, incredible homes, superior medical care, and the restoration of natural environments, which is something the Planet Krusc lacks. Everyone there is friendly and helpful. They make everything amazing so everyone's happy, and so that nobody wants to leave.

Reconditioning Edifice: A building larger than 500 colosseums. It's dark, mechanical, and it's used for rewiring millions of Kruscian's brains at a time. It completely brainwashes them into subservience to their Government, fortunately still leaving their personalities in tact, but with obscene mental damage. The place is powered by cheap energy sources, solar panels, and slaves.

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Moons:

Damnation: [Inhabited] 2,766 Miles in diameter. Ranging 270,023 Miles away from Planet Krusc. The Moon's name literally is Damnation, but used to be called "Maylark" by it's former inhabitants. Planet Krusc's Government was greedy, and took their land. First, they murdered everyone who lived there, then attempted to justify their own actions, by telling themselves that "It was their own Moon anyways". After this genocide, they made Maylark into a prison, thereby transforming it into "Damnation". Those who are sent to Damnation will hear the whispers of the dead Maylarkians within their concrete cells. Extreme hauntings occur at the prisons, but Krusc's Government constantly insists they are just hallucinations caused by the Moon's "strange atmosphere".

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5th: Metabania (Planet of Treasures & Troves) [Inhabited] 10,777 Miles in Diameter

Days: 31 Hours, Nights: 15.5 Hours

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Description: A Planet full of caves, mountains, rivers, lakes, oceans, hideouts, lost palaces, mines, dark forests, deserts, unusual places, and many secrets. The Planet has a unique core made out of a type of molten material, which can create tons of different types of precious gems and precious metals. So many of the mineral deposits have different components, that there are too many elements, gems and metals to be discovered, and 80% of them are unnamed and/or undiscovered. Snow-lands, Seas, Deserts, and flat grassy plains are most commonly Inhabited by civilization.

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The inhabitants of Metabania are simply called Metabanians. Both their anthro and non-anthro species consist of Ground-Foxes, regular Foxes, "Fulgur-Wolves", Polar Wolves, regular Wolves, Polar Bears, Feathered Mammals, Sharks, Dragons, Shargons, Sea Serpents, Desert Serpents, Land Serpents, Magma Serpents, Cloud Serpents, Snakes, "Jewelizards", Furred Kobolds, Felines, Parrots, Eagles, Avians, Equines, Tigers, Lions, Ligers, Liger-Manticores, other varying species of Manticore, Chimeras, "Water-surface Slimes", "Undersea Blobs", Magical Walking Animal Skeletons, Genies, Mummies, "Fellfaren", Pheromonal Nymphs, Giant Octopi, Colossal Squid, Fire Eels, and Anti-Elementals, such as; Frost-Fire Elementals, Scorched Ice Elementals, Dark Lightning Elementals, and Crystal Elementals. The original types of elementals exist too, and all can have different forms (feral, anthro, semi-anthro, roundish, etc.).

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Imbedded in the sea-floors of each Ocean and lake, countless sunken ships filled with bizarre or unique treasures can be found at the bottom of the 9 Seas. Fossils and ancient bones are commonly seen across the Planet, which makes for more than ideal grounds for Paleontologists. Aside from the 9 Continents, their Sea is filled with approximately 3,150 known islands, but others remain to be found. Rain, lightning and thunder occur at least half the time no matter where you are on Planet Metabania. Other than that, the Sun shines hard and bright on the lands.

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Community/Culture:

Metabanians are commonly adventurous, and are the most likely to be seen space-traveling the cosmos outside of their World. They are also most likely to become Space Pirates/Travelers, or regular Pirates/Travelers, due to their scavengous and adventurous natures. This commonality comes as a somewhat controversial stereotype to their race. Metabanians wear unique attire. Some wear dark garments that wrap around their bodies, but also look like robes. It covers their faces and bodies from the Sun or rain while they're sailing the Seas, or crossing the Deserts. The other types of clothing are slim and/or fitting, and most of the time, revealing. Most Metabanians get a thrill out of honorable treasure hunts. Many are fixated on sparing in sword battles in order to wager for money or treasures. Members of their race are naturals when it comes to swordsmanship.

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Metabanians have magic that controls certain aspects of sand, dirt, mud, ground, and lava. Their arcane abilities include turning sand into glass, using it in order to attack and defend. They also have abilities allowing them to harness the essence of precious stones in order to boost specific types of spells. However, there's much more to Metabanian magic than that. Far more types of mystical Metabanian arts exist in the form of spells, magic abilities, and specialized runes. In fact, they posses a type of forbidden magic that is outlawed by their own world; A magic that redistributes greed from one living creature to another.

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Currency: Platinum, Titanium, and Palladium (bars, coins, cubes)

Coins: 1¢, 2¢, 5¢, 10¢, 25¢, 50¢, 75¢.

Plated Cubes: Clear ($1), Beige ($2), Brown ($3), White ($4), Grey ($5), Black ($10), Yellow ($15), Red ($20), Blue ($25), Orange ($40), Purple ($50), Green ($100), Silver ($200).

Palladium Bars: 1 lbs ($500), 2 lbs ($1,000), 10 lbs ($5,000), 20 lbs ($10,000), 100 lbs ($50,000), 200 lbs ($100,000).

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History: Long ago, an interstellar war broke out in Metabania. They were at war with each other over ownership of one of their moons. Despite having mounds of gold and treasures, and perfect means of welfare, there was an inexplicable phenomenon which had caused them to fight over their moon. The 'phenomenon' which had affected them was fought away by 7 legendary Heroes chosen by one of their Solar System's Guardians. The leader of the 7 Heroes (who's technically the 8th Hero) was chosen to wield the Legendary Metabane, which was used to lock away the mysterious creature.

Legend Of Metabane: Metabania has endless histories of forgotten stories becoming legends throughout the Eras. The most famous is about a giant hallway hidden under the deepest reaches of the Planet's mantle, leading to a massive region of the Planet's core. It's said that a sacred sword is stuck in an arcane seal atop the core. The legendary sword has the power to quench one's lust for materials and riches, and give tremendous power to it's wielder. It's name is Metabane, and it's the reason the Planet was named Metabania so long ago. Before that, the Planet had no name, besides being labeled a Planet. The sword only gives its power to a World Champion chosen by the 7 Demigods, with a pure and greedless heart.

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Examples of Plant Life:

Parracod: A multicolored fruit/flower tree which bears a resemblance to avocados. It's trunk and seeds are more durable than most metals, but the soft insides which surround the seeds have an ideal taste.

NutPalm: A plant which looks much like a palm tree. It has a large amount of nuts at the top, which are like a hybrid combination of coconuts and grapes.

Resiject: A brown plant with the means to absorb metals and minerals underground. It's roots go extremely deep under the ground and take in the materials as sustenance for it's 8 sharp petals. The tops of the flowers can be used as effective throwing knives.

Horizonstar: A flower that glows and floats in the sky. It can survive off of nothing but water vapor, and it lives on many different Planets. It hovers in the air with a flat looking appearance, and the petals are like long thin dandelions that arch out of the yellow center of the flower, allowing it to stay hovering in the sky.

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Examples Of Places:

Fellfaren City: A large City of individuals, houses, plazas, shops and merchants. It's a place in the middle of the Desert. It's Northern region is full of Oasis's, attractions, relaxation facilities, and professionalized sexual services. Southern Regions are collections of unique or magical items sold by merchants, and there are Libraries full of tomes and literature. It's Western regions are full of tough-asses, training courses for all forms of fighting, and fighting tournaments. To the East is where food of all kinds is sold, and restaurant businesses serve customers. Some foods are shipped from other Planets, and most is made from scratch.

Crater Ruins: A giant meteor crater that was made into arcane temples and ritualistic ceremony centers long ago. There are 7 spires sticking around it which are each made of a different unidentifiable material. Down in the middle of the crater is a white circular stone with unusual arcane symbols carved into it. In the Planet's history, it's said to be the gate to the Planet's core, sealed off by the 7 magic pillars, making it impossible to break through due to the powerful ancient magic at work. Next to that is the entrance to the underground buildings covered by sand. The inside of the underground building is dark, but massive, and riddled with traps.

Volcanic Troves: An area full of volcanic activity, death, and treasure. Rare gems and ore of all kinds rest within the depths, but only specific individuals like Dragons and Fiery Snakes have the fire resistance to endure it's scorching hot magma and lava.. But even still, the land can unexpectedly shift with great velocity, crushing or trapping those who delve too deep. At it's deepest levels, there are large caverns filled with piles of precious treasures.

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Moons:

Titanistane: [uninhabited] 7,212.5 Miles in Diameter. Ranges 230,901 Miles away from Planet Metabania. It's a Moon made of various varieties of fused metals, such as steel, iron, titanium, palladium, Platinum, etc. So many metals are melded together, that it has naturally-created metals that would otherwise need to be made artificially. The whole Moon was enchanted long ago by an alchemist, who caused the Moon to grow it's metals like crystals. This way, there'd be no depletion of it's materials. The value of many metals had gone down as a result, but the demand for them still remained the same.

Andract: [Inhabited] 8,471.6 Miles in Diameter. Ranging 250,744 Miles away from Metabania. It's a moon with two oceans and two continents. The oceans are extremely warm and see-through, and teeming with feral Dragon-like Snakes who breathe fire, have wings, and a large net at the end of their tails meant for catching fish. Almost all of this Moon's land is blackened with volcanic activity. The few parts that aren't have strange formations of geologically-based plant life, meaning that the plants are somewhat made of crystals, rocks, and minerals.

Lurid: [Uninhabited] 9,590.42 Miles in Diameter. Ranging 254,817 Miles away from Metabania. A moon with vibrant shining colors all over it. It's covered in frozen chemicals and various chemical lakes, which reflects the sun's light off specifically to appear as a vibrant displays of colors shining back towards the Planet during the Nighttime.

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6th: Nitár (The Wondrous Nature Planet) [Inhabited] 88,925.74 Miles in Diameter

Days: 84 Hours, Nights: 84 Hours

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Description: There are no buildings, and no structures besides the ones that're made purely by nature itself. The scenery is magnificent in all areas of the Planet, and there are bountiful amounts of natural food growing almost everywhere. Their waters are the purest in the Marvelir System, and have instantaneous healing properties. All types of bodies of water exist on Planet Nitár (Lakes, Oceans, Seas, Rivers, Ponds, Marshes, Springs, etc.). Flowers and unique plants usually decorate the surface of each body of water. Inhabitants are likely to live there domestically.

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The lifeforms belonging to Planet Nitár are called Nitárians. Both their anthropoid and quadrupedal pecies consist of Wolves, Dogs, Wolf-Bears, Foxes, Pseudo-Sirens (Furry/Scalie), Aquatic Furs, Aquatic Scalies, Dolphins, Whales, Giant Sea Turtles, Equines, Scalies, Snakes, Reptiles, Dragons, Furred Dragons, Furred Snakes, Eagles, Predator Birds, Lyrebirds, Felines, Lions, Tigers, Lynx's, Saber-toothed Cats, Hybrids, Mice & Rats (Feral), Fairy Creatures (Furry/Scalie), Bovines, Cervines, Bats, Manticores, Chimeras, Small Anthropomorphic Mice, Playful Forest Spirits, Tree-Sap Slimes, Mushroom Dragons, Plant-Furs, Sergals, Wyverns, Pseudo-Angels (Furry/Scalie), Pseudo-Demons (Furry/Scalie), Nymphs (Furry/Scalie), Magic Elementals, Crystal Elementals, Animal-Plant Hybrids, Etheeriads, Cave Behemoths, and Nitár's Guardians (Whom consist of various species). Both Pseudo-Angels and Pseudo-Demons are types of fairy creatures, mystical beings who each have a small trace of Angel or Demon blood.

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All life is drastically prolonged on Nitár. The plant-life releases an element called Protigen, one which works as a superior version of Oxygen, which permanently endows many life forms with slight physical growth, remarkably increased brainwave activity, gifted strength, endurance, and incredible full-body coordination. It affects the original inhabitants of the Planet several times better than it affects those who're just visitors. At least 25% of all random plants can move freely and independently of their own will, which includes underwater plants. Natural phenomena of all kinds exist within their environments, all of which are beneficial to the Planet and it's inhabitants.

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Giant nests exist in many of the trees, belonging to many different species of giant birds. They are as large as houses, but are not inhabited by anyone other than the giant birds. Caves and underground tunnels are usually lit up by glowing quartz, which are also used as lighting tools for homes. The Desert regions have several different species of cacti, each containing a different fruit/flower. The beach's waters are illuminated at the edge of the shores, and the Seas are so lively that they are breathable for any creature.

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The Planet Nitár's lifeforce is composed of 4 Shape-Shifting Spirits. The main Spirit keeps itself at the center of the core, providing more than enough life for the world. The 3 others roam around the Planet randomly, each enforcing a different purpose; Spreading knowledge, providing balance, and having fun with many of those who need it. All who attempt to hurt Planet Nitár in any way will be dealt with reasonably by the Planet's natural forces and Guardians. Ecosystems are rewarding instead of harsh, meaning if someone does something to help another being, or to help the Planet, the Planet itself will personally reward them by responsibly granting their desires and fulfilling their needs.

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Community/Culture:

Nitárians are extremely peaceful, but that doesn't prevent them from having lots of fun! They enjoy cooking and eating together, and creating massive displays of magic for entertainment, and playing with large feral beasts, whom are naturally docile. Sports and games are also a favorable activity among their communities. Most sports are played in the sky, water, or grasslands.

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There's just as much initiative put into having fun, as there is into making protective reinforcements for their Planet. Nature itself is bio-mechanically wired by the Nitárians to harmlessly capture any detrimental or hostile entities, then it keeps it safe for questioning/investigation, if needed. Nitárians do NOT attack, ever. They specialize in merciful defense, and by using their world's magic in the most effective ways possible.

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On the basis of artistry, a practice prevalent in their community is the activity of using magic to create moving plant-life. Rocks and other materials are put together to serve as the body. Then once Nitárian magic is cast, biogenic life is spread around the materials to make a custom Golem, built to the magic-user's design. Other cultural magic practices include alchemy. Alchemists on Nitár are so naturally gifted, that even a novice in their world would be considered a Master Alchemist in another.

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Houses and buildings are never built. However, visitors without the power of Nitárian magic are welcomed into the homes hidden and created by the locals. The non-hidden places, like Villages and Towns, exist way up in the sky, where the fruit-forests grow tall enough to reach into the clouds, including deep underground where the roots can be rearranged into houses by using their magic abilities. The roots and branches are made into irrigational conduits for showers, sinks and baths. The inhabitants like to gift the trees and nature with rich new soil, and fresh spring-water every few Days, as thanks for letting them live off their resources.

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History: Billions of Years ago, the Planet Nitár was once a desolate world. There were no plants or water, but instead there was toxic gas mixed with chemicals and space-trash which had fallen from the polluted skies. There was not a chance at any life showing up, or even surviving, not even within a billion Years. Then a few million Years later, a massive comet crashed into the Planet, by a mere coincidental fluke.

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By an unlikely miracle, the object was full of powerful life-giving properties. The comet's elements spread around the world, which created intelligent life. So much life and sentience was endowed, that the Planet itself had developed 4 Souls. After that, extreme amounts of nature sprung up within just Days. After a few Years, the whole Planet began producing intelligent life, and it was filled to the brim with nature.

Legend Of Nephilim Springs: Dreknah once sent her Arch Light-Dragon Champion (Her Son, Fornair) to form a peaceful pact-alliance with the Nitárians. The Nitárians were stricken with his beauty, and lovable disposition. Dreknah's Son ended up falling in love with one of the Psuedo-Angels of Nitár, who's name was Presana. He raised a Daughter with her in a newly discovered area that was abundant with spring water and floral trees. Their Daughter, Bethana, had special powers beyond any Nitárian. She was considered a Nephilim by most of the community, but in a way that was good and praiseworthy. She had the power to bestow spring water with immortality-giving properties. For normal water, immortality was available for a few Centuries, but with spring water, this effect lasted hundreds of millennia. Bethana was chosen by the Demigods as Champion of Planet Nitár, and is one of many who helps thwart an evil intergalactic entity of corruption. Bethana is known to use a brilliant light that aids her in repelling evil.

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Currency: Practically none. However, trades involving natural materials sometimes occur.

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Examples of Places:

Forest of Forests: A large set of forests that have many different levels of altitudes. Different creatures inhabit each of the different areas. Beginning at ground-level, there is the main forest, which is vast with gigantic trees that stretch a long way up into the skies. The forest is dim at it's primary level, because of how the giant leaves and branches above are too thick for any sunlight to shine through. Underneath the forest, there's a vast underground area which's kept pillared by large green glowing mushrooms and fungi. Many deep lakes are gathered there, providing water for the tree's roots leading up to the surface. The fungi release spores that are beneficial to the soil and water. Most have already grown around the tree's roots, which provides light even in the highest reaches of the underground forest. The level above the surface is full of leaves and branches, and are both large and durable enough to walk on. In these areas, there are smaller trees which grow off the oversized branches, sprouting into the size of normal trees. The leafy terrain is dense enough to walk across, and there are paths made of giant branches. Because of this, the whole area looks like another forest. The next level way up high is a colder region above the clouds. The very top of each tree, which is a frozen forest full of icy plants that'd been planted by birds long ago. The seeds were imbedded inside the ice and leaves, then they sprouted into a frosted forest at the top of the colossal trees.

Spring-Cave Mountains: The name says most of it. They are mountains filled with springs and riddled with caves. The caves are saturated with moisture, and are also full of crystals, stalagmites and stalactites. The springs are located at the center of the mountain, and are usually visited by the Nitárians, who often come there to feel the overwhelmingly heavenly sensation which the waters give to anyone who enters. Even the steam puts one's mind and body at ease. There are many undiscovered springs sitting inside the mountain as well. The rocks of the mountain are able to turn any water into the same kind of water that sits within it.

The Sea of Fun: A region of water within the Seas of Nitár. It contains many entertaining and exciting phenomena. There are islands made of a type of bouncy spongy material, which grows above the surface of the water. They're so buoyant that they can bounce a 200 pound individual into the air about 50 feet high. Some regions of these waters contain bubbles that float out of the surface. The bubbles bounce around on the surface of the waters, like multiple bouncy balls. They can be picked up and tossed back and forth. There are also Sirens that live in the Sea of Fun.. However, they are tame, and enjoy company. They have no ill intentions whatsoever, besides sometimes pulling harmless pranks on others who pass through. They are often accompanied with Giant Sea Turtles, Dolphins, and Giant Turtle-Dolphin hybrids as pets. There are caves underwater that have lakes inside of them, and are also highly sophisticated houses for the Sirens. The decorated caverns are lit up by bright glowing crystals that stick out of the walls and ceilings. Like all water on Nitár, it is breathable, and there are types of plants at the sea-floor which are intelligent, and have tendril-like appearances. -A favorite among Sirens.

Bloom Desert: A desert rich with various species of cacti, each containing a different fruit and flower. There is hardly any Desert left, considering it's mostly taken over by Oasis's and plant-life. The cacti have secretions rather than needles, a liquid which oozes out of the plant, and has the properties to improve skin, fur or hair. The Desert sand is surprisingly comfortable, and it doesn't easily get stuck in between bodily crevices.

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Examples of Plant Life:

Rainbrella Flower: A giant mushroom-flower hybrid with a thick stem, and an umbrella-shape at the top. The stem or trunk is grey, and the top is a super dark blue. It stores water inside the top, then it leaks out dark blue rain from underneath. A white pollinated circle sits at the center of the top, and is also there for collecting water like a drain.

Persitree: A tree that flourishes quickly, and can literally grow on any surface, including water. It grows different types of fruit for each environment it grows in.

Sugarcoat: A hybridization of cotton plants and sugar canes. It has sugary cotton at the top, and on each of it's small branches.

Omnibloom: A grey plant that changes it's form differently depending on the personality of whoever's closest to it. It will transform into anything that grows, whether it be a mushroom, crystal, flower, plant, or another unique formation.

Nightcharm: A flower that absorbs light during the Day, and illuminates during the Night. It has 7 heart-shaped petals that come in a variety of colors for each flower. The flower is revered as good luck by the Planet's various communities.

Mutterleaf: A flower that quietly complements and/or judges you. No matter what, everything it says is always true. It has a bell-shaped design made of green petals, with tiny holes specked in the yellow center of the flower, which is where the voice is produced.

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Moons:

Golluu: [Inhabited] 88,797.19 Miles in diameter. It ranges 187,604.48 Miles away from Planet Nitár. It's a moon that's almost the same size as it's Planet, but smaller by merely 128.55 Miles. On both worlds, it's revered as Planet Nitár's lover. Golluu's environment is almost exactly like Planet Nitár's, except it's rougher and tougher. Since things there aren't as easy-going, it's still a lovely looking Planet, but puts anyone at risk of getting hunted while enjoying it's beauty. Each of their greenery and colors are reflected at Night, making a stunning view for both worlds.

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7th: Zhok: (The Disaster Planet) [Inhabited] 24,772 Miles in diameter

Days: 48 Hours, Night: 45 Hours

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Description: The Planet has many regions that are teeming with disasters and dangerous environments. Larger-scale earthquakes happen regularly each Day and Night, as do tornados and hurricanes. There are several different consisting regions of Planet Zhok, all of which are risky to travel on: Volcanic regions, the frostbite regions, deserts, flash-flood jungles, wastelands, boneyards, lightning grounds, haunted ruins, Acid swamps, underground burial tombs, miasmic plains, Mountains, and Oceans. The Beaches are the safest places to be, but are still incredibly dangerous. They contain giant crabs that are very territorial, but high in nutrition. If high ground isn't found, the tsunamis might wash anyone away.

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The inhabitants grow up being accustomed to these extreme environments, which means they are the best when it comes to avoiding natural disasters. The inhabitants consist of many different species, which come in feral, anthro, and semi-anthro forms: Tentacle Monsters, Furred Dragons, Wyverns, Giant Snakes, Chimeras, Gryphons, Furred Gargoyles, Komodo SeaDragons, Giant Land-Squids, Sharks, Shargons, Colossal Behemoths, Avians, Pegasi, Demons, Wolves, Crocoturtles, Tigers, Snow Leopards, Saber-toothed Cats, Elemental Dragons, Slime Dragons, Bats, Owls, Wooloos, Aardwolves, Coyotes, Mice, Vampire Rats, Turtle-Toads and Bearcoons. Every one of these creatures is capable of using at least some Weather Magic, which means being able to manipulate the weather in specific ways, and providing immunity against natural disasters or elements. Each inhabitant has an extremely high pain tolerance, and the ability to heal very quickly.

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Most of the time it's not very sunny. There's either snow, ash, or rain in place of light. Anyone new to Planet Zhok should be aware of creatures called Wooloos. They're demonic shadowy canines that fade into the ground whenever one turns their back, and continues to stalk unsuspecting victims, only for the purpose of killing. This Planet is known for having insanely large and oversized creatures. There are feral giants such as Dragons, Snakes, Megalodons, Bats, Lizards, Wyverns, and Wooloos -All abnormally larger sizes than their default counterparts.

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Since the land and Sea are always changing due to the harsh weather, it's extremely hard to trace one's steps when lost in a forest, jungle, rainforest or any other place for that matter. The most dangerous parts are called the ReaperLands, regions with less than no life. They lie trapped between all other deadly regions, becoming zapped, scorched, frozen, ripped, blown away, and washed over. There's assumed to be no life in those regions whatsoever.

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Community/Culture:

All those who live on Planet Zhok are simply called Zhokians, regardless of their species. Their communities consist of high altitude houses suspended by sturdy metal ropes. Usually their Cites, Towns, and residential areas are hung up between sturdy mountains or objects by using these cords. It's one of the best ways to keep away from at least half of all natural disasters. Many Zhokians like to vote on which of them becomes the food-gatherers. There are food-gathering groups which take the dangerous risk to go out in the harsh conditions and hunt for food. They get more food than others as compensation, and are highly respected by the community as a bonus.

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Giant feral behemoths can be used as transport, if the Zhoks work together using their suspension cords in order to tie them up and tame them. The cords are projected by using arm canons which shoot out metal claws. This isn't easy, but it's still perceived as a competitive game, mostly about which team can tame the biggest nastiest or toughest behemoth. The Zhokians usually wear brown, black or beige wrappings around their bodies. The cloth is made from a type of silk that boosts resiliency in the muscles.

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History: Millions of Years ago, the Planet Zhok used to be peaceful. There were kingdoms and trade routes built in all directions. Families could live on land, sail the Seas, or be anywhere they wanted without getting eaten, beaten, shredded, or obliterated. Their Planet had always been calm, but one Night it all suddenly spiraled out of control. Traumatizing death and destruction had been inflicted for seemingly no reason. After the survivors made it out alive, they'd still managed to survive the catastrophes, and began repopulating after a few Years. Only the strong survived at that point, and their naturally occurring magic had developed/adapted out of the harsh conditions.

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For others, distress signals were sent out into space at the same time the disasters had occurred. Many Zhokians of all different species were saved by distant space travelers. This split the Zhokian race into two different groups: Evolved Zhokians, and Ancestor Zhokians. The Ancestor Zhokians were the hundreds of millions who'd been saved by massive spacecrafts, and hadn't evolved from the harsh environments, but instead made homes on other Planets. The Evolved Zhokians are the ones who stayed on their World, adapting to their Planet's harsh conditions. From this evolution, they gained super-strength, extreme speed, and high pain tolerance.

Legend Of The Reaperland Castaway: Long ago, just shortly before Planet Zhok began to exhibit disasters for the first time, there was a lone Pantherine-Wolf hermit who lived by himself inside of a stronghold house in the middle of nowhere. He'd built the stronghold house out of sheer paranoia, believing something huge was about to devastate their world. He claimed many times that he sensed an upcoming wave of disasters, saying it would ravage their Planet. Nobody believed him, and many grew tired of his claims throughout the Weeks, dismissing him as crazy. After reclusively locking himself away from civilization, he began to research what was wrong with their Planet. The hermit eventually realized why nobody else could sense what he felt, having detected various anomalies on his computer. By observing with his technology, he realized the land he lived on was the critical point of every disaster that would soon strike.

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Shortly afterwards, he rushed to pack himself food, water, and survival tools. Just as he was preparing to leave, the entire world was plunged into chaos too soon. He had to retreat into the undergrounds, where even there it was complete chaos. The ground shook his stronghold, cracking the walls, lightning crashed down as wind tore apart the metal, and as heavy hail battered loudly against his only protection. Finally, after enough openings were made, a freezing flood crashed into every floor of his abode. Lightning started fire, and once the hail died down, flames whipped up a firestorm. Somehow, after Months of miraculously surviving, the hermit had strangely gotten used to these conditions. Years after, he was able to adapt to these deadly environments. His fur and flesh became more resistant to the elements, even absorbing them on occasion. His speed, strength, resistance, pain-tolerance, endurance, senses, intellect, and overall toughness became superior compared to any of the other Zhokians who evolved and adapted. He gained power to control the weather within the newly named 'Reaperscape' to a certain degree, but could control weather outside of it like it were nothing.

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Currency: Iron, Steel and Titanium (Bricks), and also Pvata Seeds.

Iron Brick ($50), Steel Brick ($100), Titanium Brick ($1,000)

Pvata Seeds: Black ($1), Brown ($5), White ($10), Yellow ($20), Green ($50), Blue (100), Purple ($500).

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Examples of Places:

Metapit Desert: A Desert laired with pits underneath several lairs underground. There are thousands of Deserts underneath the Desert, which are followed by more pits, into more pit-deserts. Cacti live on each level, and their needles are toxic. Entire civilizations, Cities and castles have collapsed underneath, and were kept undamaged for millions of Years.

Piranha-Wing Lake: A large lake filled excessively with tens of thousands of flying piranhas. If anything made of meat or flesh draws near the lake, the piranhas will jump out flying after the victim, and devour them painfully before flying back into the water.

Ashen Ruins: A stone City which was partially destroyed by volcanic eruptions. The rest of what remained was coated in thick layers of ash and soot. The grounds are haunted by the Spirits who used to live there.

Thinfrost Forest: A forest full of tall frozen trees sticking out of the water layered in thin ice. The whole area is covered vastly in ice, even the tops of the trees, which have hundreds of icicles hanging from them. Making too much noise or falling through the thin ice will result in hundreds of icicles plummeting down.

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Examples of Plant Life:

Spider Stem: A big plant that eats arachnids, then incorporates their nutrients into building up silk into it's own body. The plant bites whoever comes near, but can be easily killed then harvested. The silk coming from the plant can be woven into a type of wrapping which boosts muscle resilience and flexibility. The wrapping is used as clothing for most Zhokians, and comes in white, beige, grey and black.

Verel Bulb: A flower bulb which explodes when enough force is applied. It's bulb is a red-violet color, and it grows over everything like ivy. It's pollen is mixed with another chemical inside, which causes a chemical explosion if the unstable mixture is aggravated.

Coffin Flower: A giant long-bodied flower that's able to hide underground. It comes in variations of black, brown, beige, and grey. If it senses anything walking above, it will shoot up, clamp over its target, then pull it back down to let the body suffocate and rot. After decaying enough, the flower completely digests the rest. The flower itself is a dark brownish green.

Pvata-Fruit: A delicious and tangy fruit that tastes like a mix of various tropical fruits. It usually grows from a bush. Their bushes grow in beaches and jungles, and the fruits are very hard to retrieve. Although they grow abundantly throughout the Planet.

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Moons:

Lecher: [Uninhabited] 6,175.2 Miles in diameter, ranging 200,095.7 Miles away from Planet Zhok. The whole Moon has a big liquid Nitrogen lake shaped as a gigantic heart, facing towards Planet Zhok during Nighttime. Because of Zhok's atmosphere, the moon always appears vivid red. So it was given the name Lecher, because it was dirtily joked that the Moon was infatuated with the Planet.

Plain: [Uninhabited] 2,160.8 Miles in diameter. Ranges 198,004 Miles away from Planet Zhok. It's just a plain Moon with nothing but solid matter.

Zero: [Inhabitation Unknown] 9,692.4 Miles in diameter. Ranges 207,703. Miles away from Planet Zhok. From all directional points in space, Zero is pitch black, and shows no distinguishable features. Some of the inhabitants of Zhok believe it's an evil life form which cursed their Planet long ago. It can be clearly seen only in the Daytime, and since it's blacker than space itself, it can barely be made out during the Nighttime.

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8th: Univarck: (The Adventurers Planet) [Inhabited] 2,412,577.15 Miles in Diameter

Days: 124.7 Hours, Nights: 62.35 Hours

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Description:

Almost all types of creatures from all over the Marvelir System have decided to live on this Planet. Even creatures from other Universes and from across the Galaxy made a home on Univarck. It's such a large Planet, that countless Kingdoms, Leagues, Organizations, and Nations have been established. Just about any natural habitat one could think of already exists on Planet Univarck; Forests, Shroom Forests, Petrified Forests, Fairy Woods, Tropical Rain Forests, Jungles, Canyons, Mountains, Plaines, Fields, Flower Fields, Wild Gardens, Groves, Flowerbeds, Marshes, Lakes, Rivers, Oceans, Seas, Deserts, Wastelands, Winter Lands, Fiery Wastelands, Mystical Boneyards, Lands of the Dead, Abandoned Castles and Towers, Ruins, Colosseums, Strongholds, Caves, Caverns, Undergrounds, Underlands, Underground Lakes and Rivers, Sky Islands, Beaches, Valleys, Arctic Regions, Volcanic Regions and Mountains, Geysers, Springs, Spring-lakes, Villages, Towns, Cities, Unique Communities, Unique/Unusual Environments, Roads, Paths, Crystals, Corporate Buildings, Houses, Mansions, Manors, Facilities, Labs, Stores, Shops, Industries, Spaceship Docking Stations, Dungeons, Tree-Villages, Secret Lairs, Chasms, Craters, Mechanical Environments, Tunnels, Train Stations, Undersea Kingdoms, Ancient Temples, Savannahs, Mines, Local Environments, Natural Paradises, secret utopias, and a bunch more, etc.

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Univarck has hundreds of millions of Sky Islands above it's grounds, each ignoring the gravitational pull and rotation of the Planet. They always stay fixed in one place, and are constantly used as homes by those with the means to fly. There are countless different types of civilizations in various regions and environments. Creatures and inhabitants vary vastly, coming from other Planets, or being a newly discovered inhabitant of the Planet itself. Advanced technology and ancient magic are both frequent things one will find in this World. Magic from all other Worlds in the Marvelir System are incorporated into several of the Planet's areas in many different ways, like educational centers, Libraries, Masters of Magic, dungeons and hidden areas, etc. The Planet and it's inhabitants additionally have their own developed magic, which keeps becoming more powerful and more developed with each passing Day and Night. It's a type of magic that adapts or becomes more powerful depending on what the magic-user desires, needs, or feels, and each Varkan can naturally use it to their heart's content.

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Univarck has 2,427 Oceans and 2,698 Continents. It has every species of creature one could imagine, especially Dragons. Galactic trade industries get the most business out of Planet Univarck, because trade shipments from all other Planets happen very often. Lots of untouched land exists on Univarck, giving many opportunities to those who favor travel and exploration.

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Univarck's inhabitants who aren't from other Planets come in all forms; Feral, anthro, and semi-anthro. Here are all of the following main Planetary species of Univarck: Dragons, Furred Dragons, Sea-Dragons, Elemental Dragons, Slime Dragons (Transparent), Giant Dragons, Skin-Changers, Wyverns, Sea Serpents, Anemone Sea Tentacles, Chimeras, Manticores, Phoenixes, Angels (Non-Human), Demons (Non-Human), Succubi (Non-Human (Tame)), Hybrids, Giant Snakes, Shape-Shifters, Aardwolves, Canines, Wolves, Felines, Big Cats, Fossa's, Saber-Toothed Cats, Avians, Predatory Avians, Tentacle-Creatures, Skeletons, Chest Monsters, Bound Spirits, Cervines, Equines, Caprines, Bovines, Amphibians, Felkins, Sergals, Kobolds, Furred Kobolds, Bats, Raccoons, Jackals, Rodents, Foxes, Kitsunes, Reptiles, Sharks, Octopi, Sea-Furs, Owl-Gryphons, Beast-Golems, Elementals, Coyotes, Fairies, Faeries, and Monsters. And subspecies, such as crabs, fish, gophers, small birds, hamsters, etc.

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Many additionally exotic things exist out in nature, so much that it's beyond impossible to discover everything. New life of all kinds is continuously discovered every Day. A special type of mystical crystals can usually be found growing in almost any environment. The crystals are special because they all each have random effects that are usually beneficial, such as leaking out infinite water, or radiating heat in cold places. There are so many materials to build weapons, houses and kingdoms with, that most things are never made out of the same material. There's a countless variety of rocks and ore.

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History:

Kingdoms and Empires have fallen and risen, some fading into the oblivious darkness of forgotten history. Some remain remembered. Univarck had to limit it's trades by using temporary embargo's, due to having too much success dealing with Trade Companies from the 18 Celestial bodies of their Solar System. Otherwise, it becomes an overload of work, and a breeding-ground for unexpected chaos. A decent example of the Planet's history would be that 500,000 Years ago, the Planet was less technologically advanced, but still managed to use "Flying Insectoid Automatons" powered by magic in order to do their bidding. Wether that bidding be for war, errands, or for search and rescue missions. These contraptions faded after better tech was developed.

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Dragons had/have a major role in Univarck's history for countless ages, and some Dragons from those times still live in the Planet's present times. The Dragons help with many crises from across the World, and were the ones who saved many individuals from violent demises. They have an entire organization dedicated to helping the World, and saving others. An entire war was once dedicated to defeating a Demon. The evil demon's name was Damnoth. Damnoth once waged war with the Dragons, but was locked away by their magical efforts to seal him off. He destroyed Cities, and Towns, and did unspeakable things to others. The Dragons had to find assistance from higher forces than themselves in order to win against the demon. After the demon was sealed off into an inescapable dimension, he was strictly guarded by 4 omnipotent entities who exist to help protect the cosmos.

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Time Measurements:

26.7 Hours = 1 Septare

7 Septares (187.05 Hours) = 1 Passage

45 Passages = 1 Grandlink

100 Grandlinks = 1 Draknah

100 Draknah's = 1 Univark

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Calendar:

1st Septare, 2nd Septare, 3rd Septare, 4th Septare, 5th Septare, 6th Septare, & 7th.

After end of 7th Septare, starts a new Passage (1 Univarkian Planetary Revolution). 45 Passages are roughly equivalent to 1 Year (Or a Grandlink). Numbered dates are so big, the largest date must be measured in Univarks.

Examples Of Dates:

42-P / 7-S / 120-D / 529,374,350,577-U

21-P / 1-S / 42-N / 1,350,822-U

Clock: 124.7 (Day), 62.35 (Night)

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Currency: Considering how massive Planet Univarck is, currency is somewhat convoluted. There are so many different types of currency belonging to different areas, that it's hard not to stumble across an area where your currently gained money is no good. So it's most affective to just trade objects and materials.

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Community/Culture: The way society functions on Planet Univarck cannot be pin-pointed. It's full of different communities, cultures, and societies which can all operate in different or similar ways. But the most common thing among all Varkans is their overuse of magic and science. It's incredibly convenient for all of them considering it's adaptive capabilities. Most Varkans have unique or powerful physical gifts due to having naturally occurring magic in their DNA. An inhabitant's residence can be almost any kind of place, structure, house, or environment, etc. Clothing among societies comes in endless varieties.

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Examples of Places:

Dracoplike Castle: An enormous Castle for Dragons of all sizes, which makes it the largest known castle on Planet Univarck. The exterior of the structure is built with an unknown black material which was constructed to look like the walls were covered with Dragon scales. The castle is 55 Miles long, 50 Miles wide, and towers up to 75 Miles high. Others than just Dragons are welcome, but at one's own risk of getting accidentally stepped on by the larger Dragons.

Ancient Darkwoods: A vast forest which defies the laws of physics. When seen from a bird's eyes view, it clearly stretches a few miles... But when inside, it's longer and more spacious than anything seen outside. It can go on forever, leaving any traveler lost inside for up to eternity. Lost Spirits and horrifying creatures stalk whoever enters it's domain.

Warped-Water Mountain: A Mountain with a series of rivers and lakes twisted upside-down and sideways. The streams and rivers are contorted throughout it's caves and caverns. The Mountain itself looks like a messy optical illusion mixed with tons of flowing water. It's underground regions have lakes covering the ceilings, walls and floors on all sides. When everything freezes up, icicles point in every direction.

Mossy Desert: An 84 Mile Desert with a thin layer of interconnected moss covering every inch. Each cactus appears to be a tall thick bush of moss because of the infestation. Any moss that's ripped away takes 1 minute to fully regenerate.

Spore Geysers: A spring with a set of many water geysers that make you drowsy, and cause hallucinations. The spring's geysers have a fungus underneath them which seeps into the hot water before it's launched. It's only harmless if one doesn't fall asleep with their face underwater.

Cyber-Stead: A vast environment of mechanical plant life, created by nanobots that are programmed to stay within it's vicinity. The area is controlled and contained by a digitally programmed supercomputer with artificial intelligence. There are organic creatures who inhabit that region, and only eat metal, so the environment was created for them by genius inventors from distant lands who wanted to preserve their species. That's why all plants in that area are made of metal.

Arctic Gravelands: Massive Frozen underground catacombs that go on for Miles, and are a hundred feet high. The place is lit up by icy blue flames hung up on the walls by torches. The catacombs are made of ice, which allows one to see the preserved ancient bodies, which look like they haven't aged a bit. The bodies are neatly organized with magical encryptions over the front of each corpse, labeling the names and information of each passed individual.

Oceans: Most parts of the oceans are full of creatures. Very few parts of the waters barely hold any life, which makes those areas unusually calm and peaceful, making no waves, and the water's kept completely flat on it's surface.

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Examples of Plant Life:

Remwood Tree: A tall tree with a large green trunk. It grows to about 110 feet high, and has special types of green leaves and yellow-green fruit at the top. It's leaves taste and act like a potent mix of various fresh herbs. The fruit are the same way, but are sweeter and contain more moisture.

SkyBreaths: Incredibly powerful aphrodisiacs. They're light-blue flowers that usually grow on Sky Islands. Any creature who takes in the aroma will notice the irresistible smell. Even the flower's texture has the same arousing effect on anyone who comes near them.

Star-Moss: A moss that glimmers brightly like stars. It's colors come in all varieties, including white. It can easily grow over almost anything, except fire or lava. It's lights never go out, so putting them in a glass container makes for an excellent alternative to electricity or fire.

Tentacular Deoxtract Flower: A colorful flower with butterfly-like patterns over it's petals. The petals are different colors at random for each flower. It releases an aphrodisiac with the power to coax creatures. After the target is within range, the flower opens up and releases a hoard of writhing smooth tentacles. Their job is to "extract" specific DNA, or "insert" specific DNA. The offspring results as a hybrid between the Tentacle plant, and whatever creature it manages to catch. For example: If a Dragon were to be caught, it's offspring would inherit the traits of the Plant, such as the butterfly colors/patterns, the aphrodisiacs, and the tentacles would likely be on it's back or tail. The rest would be it's Dragon traits, such as it's figure, teeth, claws, tail, horns, wings, etc. The Tentacular Deoxtract Flower's other given names are Tentaflower, Deoxtract, and Parent-Plant.

Mutitree: A naturally occurring mutation of several different types of trees growing in one place. They combine together to become multiple hybrids of many trees, such as oaks, birches, thorn trees, redwoods, etc. It's seeds are able to replant the same hybrid of itself, therefore forests can be made of Mutitrees.

Water Trunks: Massive trees that grow from inside oceans, lakes, beaches and deep rivers. They absorb enough liquid from the bodies of water they grow from, in order to barely stretch right above the surface.

Penipum: A sweet delicious fruit that commonly takes on a dark red-violet color, and is spherical in shape. Its leaves are blue, and look similar to mint, but with small black spikes at the edges. It's sweet tang and natural flavor makes it a popular food ingredient throughout huge portions of Planet Univarck.

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Moons:

Unim: [Uninhabited] 458,497.32 Miles in diameter. Ranges 266,190 Miles away from Planet Univarck. It glows white in the Night. It looks like, and IS a supersized Moon. It is an incredible addition to the view in the Nighttime. Half of it is covered in lakes of pure water.

Baltz: [Inhabited] 107,630.73 Miles in Diameter. Ranges 398,649 Miles away from Planet Univarck. Baltz's visibility is as recognizable as holding a golf ball in front of your face, only if it's not hiding behind Unim's gigantic figure. There's unique life on Baltz. The inhabitants are only quadrupedal, such as creatures looking similar to Canines, Felines, Equines, Reptiles, hybrids, etc. They all tend to have white fur mixed with lavender colored fur, which resembles most of the colors of life in their world, including most plant life. Each creature only has the need to eat plants. Each plant has the properties of a superfood that endows prolonged life, if ingested frequently.

Broken: [Uninhabited] 70,002 Miles in diameter. Ranges 548,171 Miles away from Planet Univarck. A Moon that was named 'Broken' because of the huge third of itself that's clearly missing. It's somewhat hard to see because it's so far from Univarck. It's also the Planet's smallest Moon, and still barely moves around the Planet's orbit.

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9th: Nephaldra: (The Infinite Leisure Planet) [Inhabited] Size is unidentifiable.

There is no Day or Night.

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Description:

The Planet is invisible when looked at through the outside of it's atmosphere, completely hidden from the rest of space. It's atmosphere is a strange phenomenon, keeping all of the Planet's inhabitants from aging, and safe from losing any time. When entering Nephaldra, time goes by trillions of Years in a single millisecond of the Universe's time. The Planet's land-distance goes on forever, but not in a circle. The environment is like no other, filled with bizarre looking plants and landscapes. Some plants have eyes, hearts, or brains, but in a way where it still looks beautiful. Some of these plants can make choices or conduct plans and goals. The hills, lands, and mountains can bend in awkward looking angles, but don't appear that way to whoever's walking on them. Buildings, structures and plant life can be at any angle, completely defying the laws of gravity. The sky has a grayish-blue coloration, and it always looks specifically as if there's no Day or Night.

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It's controversial as to whether Nephaldra is a Universe, a new type of Planet, or both. Many regions of Nephaldra hold conserved time pockets. There are areas randomly scattered everywhere on the Planet which have stagnant time zones, meaning that no time passes while within them. Their lands and oceans have all types of modern and prehistoric creatures, each having their own anthropoid and quadrupedal form; Giant aquatic Reptiles, Megalodons, Giant Snaketopi, Giant Squid-Snakes, Underwater Dracosaurs, Furred Underwater Dracosaurs, Raptors, Furred Raptors, Draptors, Rhinocerepts, Hybrids, Colossal Snakes, Colossal Water Snakes, Snake Trees, Saber-Toothed Cats, Saber-Toothed Wolves, Wolves, Saber-Toothed Dragons, Furred Dragons, Dragons, Giant Winged Salamanders, Tieperds, Dragoroos, Light Creatures, Spectral Creatures, Horses, Aquamals, Mantaquars, Peacock Griffins, Sea Monsters, Sea Monster Turtles, Rabbits, Dogs, Foxes, Droxes, Sergals, Lightning Dragons, killer Whales, Liquid Water Snakes, HedgeFoxes, Snake Tails, Mice, Rats, Archaic Creatures, Spiral-Shell Dragons, Bovines, Tigers, Leopards, Horned Big Cats, etc.

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As a result of adapting to their World, the inhabitants cannot look like they've aged anywhere past 25 Years old. Wether they're on their Planet, or anywhere else doesn't matter. They can also change their age anywhere between 3 and 25 Years, due to having chronokinesis, an ability which controls many aspects of time. It's a part of their Planetary race's magic. They can turn back time, depending on how powerful they are. If they concentrate, their eyes can see what's happening in slow motion. They can also stop matter around them completely, but for a limited time. If a Nephaldran dies, their Spirits can choose to go back in time, and into their other body from another timeline. That way they are immortalized. They can share this gift with others by imbuing them with the same magic.

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Oceans are full of many different types of pirates. Many are from different Eras, while some are just downright strange. Islands, Caves, Lakes, and pretty much all forms of land and water exist on Planet Nephaldra, considering it's infinite size. The weather is extremely confusing. Many portions of the land and sky are various different scenes of weather, meaning you could suddenly experience snow, but then suddenly walk into a drought. This is because of the extremely segmented time zones in various areas of the Planet. Seasons act the same way.

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History:

History is a very fickle thing on Planet Nephaldra. For many Years, Planet Nephaldra has been used as an ideal place for the pursuit of quick and easy knowledge. Since no time passes whenever one enters it's bounds, there's no limit to how much one can learn. Revolutions, Treaties, Plans, Wars, and especially the attainment of mass knowledge have all been conducted at Nephaldra by individuals from across the Universe. Some have become almost God-like due to staying for Trillions of Years, which in-turn, only means a few seconds go by in the original Universe they're from. Nephaldra was originally created by an all-powerful entity who attempted to hide inside in order to conceal his own presence from the other Gods. It's unknown wether the fugitive-God is still there or not.

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Currency: A strange item called a Time Sphere. It's something which can be focused and added to widen and concentrate a time zone. The more Time Spheres you have, the better you can mend or create your own time zones. Time Spheres take on a round and transparent appearance, because it's merely a fragmented piece of warped time-space. They can be found appearing randomly at any location, but are still considered hard to find.

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Community/Culture:

Cultures and Communities are intermixed with different styles from many different Eras of their Histories. Machines, ancient contraptions, advanced technology, etc. There is no guessing what kind of inhabitant you'll find, considering the possibilities and outcomes of cultures and communities are all infinite. The similarities are that each individual or inhabitant is very wise in their own ways. Clothing, attire, architecture, and style can seem odd at first, because most are the likes of which no one has ever seen before. Nephaldra is abundant with wisdom, knowledge, experience and intelligence, so it's extremely easy to learn anything in the most efficient way possible. The inhabitants never cease to amaze and teach each other, or especially visitors from other Worlds.

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Examples of Places:

Enpartuse Lounge: A twisted and confusing puzzle-like place which trains ones mind to become the best at solving problems of any sort. On the outside it appears as a deformed and twisted castle, but is really a different appearance on the inside depending on who's entering. It was made by powerful beings who wished to spread efficient and useful knowledge to others. Any amount of individuals can enter, because each receives their own personal reality of training separate from the others.. Unless other's realities are necessary for each other's development/training.

The Sentient Grand-Lake: A large lake surrounded by strange looking trees. Whoever touches the lake will add every bit of information they know into the waters, and also be given the information of others who have touched the water. Many bodies of water are like this on Nephaldra, but not all. This one is special because it's sentient, and it's able to talk to it's visitors by using telepathy. When it gives information to others, they don't just learn new things. They FEEL everything they learn, and can never take them for granted.

Toppleking Mountain: A Mountain that can never be scaled to the top. It's 21,742 ft high. Anyone who attempts to climb to the top will be left climbing with no end, never reaching it's summit. Only advanced air vehicles with the technology to ignore time-space distortions can reach the summit.

Graelstrom: A void of infinite energy which tells anyone exactly what they want, and also tells them what they need to know the most. Graelstrom is in the middle of a massive Desert, where all the sand is slowly moving towards it. This is how visitors and inhabitants alike know which way to find it.

Checkerlace City: A City with buildings floating in the air, giving no hint of gravitational orientation. The sidewalks are two-sided and also float, letting the denizens walk to different locations that lead to and from each side. It works this way with homes, gardens, industrial buildings, Parks, and other types of constructs. This is where gravity naturally operates in strange ways. The City floats above the ruins of an old abandoned kingdom, which used to be called Checkerlace. Hence the name "Checkerlace City".

The Dream Bule: An area which embodies the deepest areas of the dreamscape. It's entry point is bright and flat over the ground like a pit. Falling asleep in the Dream Bule is impossible, considering one would already be in between the scapes of dreams and reality. Staying in the Dream Bule long enough will imbue any life form with enormous amounts of sustainable energy for the mind and body. Getting out is only possible once enough energy is stored.

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Examples of Plant Life:

StrixoPlant: A Flower with the ability to beam harmless colored lasers into the sky. It has 14 diamond-shaped petals that are all different colors. Each petal can beam a different colored stream of light into the sky. Each color means something different, and it can communicate through it's own language by using a series of flashes in specific patterns.

Bivamint: A magic herb that gives one the temporary ability to see into the past. It tastes strongly sweet, but has an additional effect of cleaning teeth perfectly just by chewing it.

Sylogard: A flower with 4 big floppy white petals. It's a clever flower that listens to facts. If it hears a question that it knows the answer to, it will answer almost immediately by communicating through telepathic signals.

Cronal Tree: A Tree with the unique ability to shape-shift between different qualities. It can change into a decrepit and lifeless version of itself, which keeps other life from eating it's leaves. It can change into different seasonal versions of itself as well.

Verablue: A succulent plant species with the qualities to keep a consumer hydrated for Months with just a single bite. It's a blue color, and it drastically heightens one's ability to heal. It's local to Nepaldra's Deserts, and it heals burns of any degree within seconds.

Draxoberry: A layered and oval-shaped white berry with super-nutrients. The layers that come after the first white layer are blue, red, and yellow. The center is black, and it's the healthiest part of the fruit. With the proper procedures, the Draxoberry can be surgically implanted to replace a variety of organs. It works as well, if-not better than a Dragon heart, and will last longer. The body has no issues incorporating Draxoberries into its systems, as the fruit's magic allows the biologically impossible to happen. Popular among magic users and especially alchemists.

Sea-Brim: A large and coral-like plant which uses Seawater to hydrate itself. It absorbs so much liquid that it expands into a giant squishy mass sticking out of the surface of water. It comes in any color, and provides as shelter for sea life.

Klepto Rose: A green plant that starts out with nothing, but takes petals from other flowers by absorbing the entire plant. It can do this continually with more and more plants and flowers. It also gains their pollen.

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Moons:

Everfull: [Inhabited] 2,254 Miles in Diameter. Ranges 126 Miles above Nephaldra. Everfull is a moon that's always out, and always full. For many, it's incomprehensible as to how their Moon stays constantly omnipresent, no matter where one is, or how many miles they've traveled. It cannot be seen on the outside of Planet Nephaldra. It always stays still, has no rotation, and isn't affected by gravity at all. There are strange glowing insects that live on Everfull, and they live in it's Jungles and Forests. Sometimes it's bugs are found on Nephaldra because they've lost their way from their Moon.

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10th: Petaglyph Menagerie: (The Collection Planet) [Inhabited] Currently 423,488.74 Miles in Diameter so far.

Day: Self-generated, Night: Self-generated

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Description: Super-intelligent, self-aware and technologically advanced, it is a robotic Planet with the intentions to adopt willing participants of each race/species (male and female), then incorporate them into an ideal environment made by it's own systems. In order to avoid diversity or complications, it's systems only seek those who are willing to be collected. An artificially intelligent floating pod is sent to commune with others, politely asking who would like to be brought to the Petaglyph Menagerie. It explains exactly what they're getting into, and includes explanations by using holographic visual displays of what they're talking about. The Planet and it's pods are made of it's own invented material, which it named Adamantrine. Adamantrine eludes anything, such as gravity, sound, temperature, and opposing forces. The Petaglyph Menagerie's super advanced intelligence knows how to perfectly locate and pair ideal partners for each race/species it collects, not just by using the accuracy of science and technology, but by using replicated sourcing magic.

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It has a Male and Female member of every race/species in the Marvelir System, but still seeks to expand it's collection, and find more data on each being in the Universe. Petaglyph Menagerie lives right next to Planet Nephaldra for a reason. It knows it can extract the infinite amounts of anti-aging time stasis fields from it's domain, allowing it to keep it's inhabitants young, alive, and well forever. It teleports what it extracts from the stasis fields of Nephaldra and shares them with it's other collectives. It also takes hybrids it doesn't have. No matter what, the Petaglyph Menagerie makes sure it's inhabitants are always happy and satisfied, and it's extremely clever in it's means to ensure so.

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Petaglyph Menagerie is only one of many scattered throughout the Universe. It's part of an entirely larger object called the Queen Menagerie. It wirelessly controls each of it's manufactured Planets. It has all the combined data that has been collected from the hundreds of billions of Petaglyph Menagerie Planets. It has it's own individual serial number (PgM-12628534108). The Planet has optional educational systems which adhere to an individual's learning capabilities. Recreational activities, hobbies and functions are also offered towards it's inhabitants.

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Different species or individuals who are bound to fight are divided between varying barriers. Barriers can be different depending on what the menagerie needs in order to keep specific life-forms separate from each other.

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History: The Petaglyph Menagerie (PgM-12628534108) was manufactured 402,539,371 Years ago by a colossal object called The Queen Menagerie. Before the Queen and it's collective were built, it started out as a small robot with artificial intelligence. It was simply a round mechanical orb which floated in the air with a blue illuminated lense. It went by the name Glyphno. It's purpose for being created was to feed and nurture many different creatures within a menagerie. It used a blue tractor beam to do all the work. It's inventor was the owner of the menagerie, but wasn't able to properly manage it.

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Once Glyphno became more self-aware, it gained a passion for taking care of other creatures and life... Then it took over everything on their Planet. Their Planet was gradually transformed into a perfect menagerie over the course of a trillions Years, scavenging the cosmos for new beings to look after. It had managed to never hurt a single soul in that range of time. It created more of its own Planets by scratch, using them as workers, such is the result of the Petaglyph Menagerie.

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Community/Culture: Every inhabitant is treated wonderfully. Each sentient creature there agreed to make Petaglyph their home from the beginning. When one is born on their Planet, but grows up deciding against all odds that they want out, the Planet will send an "A.I-Gaurdian" to look after and protect them while they are given the means to adventure wherever they like. The A.I-Guardians can shape-shift, teleport, phase through matter, override technology and matter, and teleport other objects. They usually keep hidden or turn invisible while surveying.

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If others wish to make friends on the same Planet, they are given the opportunity, but are protected carefully

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Currency: None, unless somehow required. Then any kind of currency can be generated by it's subatomic systems.

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Examples of Plant Life:

(Note: Each plant and material kept within each created environment is from another Planet across the Galaxy, and is meant to contribute to the establishment of certain environments pertaining to each inhabitant)

Terrabloom: A colossal flower that grows bigger than most trees. It's normally a red color, but also comes in pink, purple and blue. It's petals grow outward, creating a surface to walk on. It's pollen has a strong sweet smell, and it can be used to sweeten food. It's from an undiscovered Planet called Olhi.

Kirkjan: A metallic blue flower with 8 chrome-like petals shaped as 3D diamonds. It's a cybernetic flower imbued with molecular nanites. It can scan any entity that comes close to it, then holds their information within its petals. Each petal can store 80 terabytes of data. It's sturdy, and hard to destroy. If any damage is done, it can restore itself by using the nanites to make repairs. It's from a Planet across the Galaxy called Configurum.

Tattered Black: A flower with 7 thin tattered black petals. The center of the flower is yellow. The petals naturally grow this way, and are easily moved by the wind. It's from a Planet across the Galaxy named Glimpostym.

Firemark: A flower that grows healthier the more it's given heat. It's a dark-red color all over, and suffuses to black on the top, sprouting up like a sunflower. A flame burns from the center, like a torch. If the flame is short and red, it means it's malnourished. If it's tall and yellow, then it's very healthy. If it's given lava, it's center blows out blue flames like a blowtorch. It's from a Planet across the Galaxy called Rimshone.

Brazenbirch: A tree with many great qualities. It's fruit give high natural energy and libido. It's inflammable and unfreezable. It's fruit become larger if exposed to high voltages of electricity. The roots are capable of absorbing and purifying the impurities in contaminated soil, without hurting the tree itself. It's from a Planet across the Galaxy called Tritoo.

Zilpquart: A white transparent fungi that can grow in several universes simultaneously, being omnipresent in all. Harnessing it's power can allow one to peer into other realities, Universes, and timelines. It's from a local Planet within the same solar system called Nephaldra.

Royal Everbloom: An indigo flower that's always open and never closes. It's yellow pollen is produced over-excessively, bringing about a strong and lingering sweet scent. It can grow on top of water, soil, and various other surfaces. It's from a Planet across the Universe called Roftcha.

Heptung: A stringy pink fruit with a blue stem and leaves. It cures sicknesses of mild intensity, and slightly heightens one's intellect upon only their first consumption. It's from a Planet across the Galaxy called Pocculli.

Sphanex Vine: A green vine covered with black and blue specks. Each speck is illuminant, despite their dark colors. The vines give temporary boosts of energy to whichever life-form touches them, providing them with increased mobility and muscular strength. It comes from a Planet across the Galaxy called Tifox.

Gi-Cottá: A red bowl-shaped carnivorous plant with no stem. It lives out in rainforests and captures rainwater. It turns the ordinary rainwater into a liquid that's venomous to small birds, but healthy for mammals. It can survive without having contact with the ground, and it clamps over the birds that try to bathe in it, or drink it's water. It's from a Planet across the Galaxy called Qui.

Lanturnips: A mystical plant resembling a turnip, but with a bright light resonating from the base of the root. It's leaves are arched together at the top, making it shaped like a handle. It comes in almost all colors, which effect the coloration of the light. It's from a Planet local to the same solar system, called Plantet.

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Examples of Places:

Omniary Calculus: A mechanical/digital room within the Petaglyph Menagerie which can calculate any variable in existence. While having infinite potential, it's purpose is to find out ways to collect life, then organize it properly within its menageries while maintaining the life-form's most ideal desires. The menageries are not within the room, but are controlled wirelessly and mechanically from a distance. It works as one of the brains of the Planet.

Hybrid Sectorial Regions: The Planet's set of regions or sectors which contains well-bred hybrids, each at the peak of healthiness. It has both male and female counterparts of each hybrid. All are given more than perfectly suitable environments and living conditions.

Rehabilitation/Medical Rescue Center: A vast place where medical technology literally couldn't be any better. Like everything else, it's artificially intelligent. It shares it's technology with worlds that offer a new and willing life-form to it's menageries. While it's incredibly rare for any injuries to occur in the menageries, this area also helps just about anybody who's injured, regardless of their worldly residence.

Individual Education Facilities: An artificially intelligent place which accurately measures and pin-points the best way an individual can be personally educated or enlightened. It pays close attention to what the individual needs, and how they can be taught with perfect/ideal efficiency. For most, it's extremely fun to learn here, but remains optional. Enrollment is free, and without any waiting for acceptance. However, one must be an inhabitant of the Petaglyph Menagerie in order to join. Exceptions can be made if one is friends/family with one of the inhabitants. In this scenario, the friends/family are given free space-transit, to and from the Planet. The way an individual's education is given depends on the individual's personality and all other aspects of itself. The Planet even generates specific environments to perfectly fit the individual's educational development.

Multi-Communal Areas: A place that allows admittance to those who are deemed safe to be around. It's much like a massive community center, but for an entire Planet of different species that are all alien to each other. The Petaglyph Menagerie's system keeps a good distance, in order to insure proper social communication between the many species. It is a variety of different friends and cultures, all establishing different things. They can come to the Multi-Communal Areas whenever they feel like it.

The Separation Zone: A secret place hidden by the Petaglyph Menagerie. It's ran by the menagerie's artificial intelligence, which manages everything in it. It's full of hostile entities which are too dangerous to keep around any normal menagerie or establishment. Each creature has individual environments that're created to fit their likeness in the best possible ways. Completely different rules apply in the Separation Zone, which means countless experiments can be conducted on the creatures, but only experiments with meaningful reasonability, logical cause, and morally sound practices. Artificially intelligent androids are programmed to guard the place from anything getting in or out. They also keep track of providing extra data or perspectives on each test, observation, and assessment that takes place there. The Petaglyph Menagerie's artificial intelligence personnel looks after the place as well, desperately trying to keep the escape rate at exactly 0%.

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Moons:

Neoglyph: [Technically Inhabited] An artificially intelligent offspring Moon created by the Petaglyph Menagerie. It has all the primary attributes of it's Parent Planet. It feels heart-felt inspiration from the surrounding stars and celestial bodies it sees. It creates it's own objects by generating matter from sub-space particles and dark matter. Travelers from across the Universe come to see him in order to ask for objects they desire, because he can easily generate almost anything imaginable.

Geoglyph: Another artificially intelligent offspring Moon created by the Petaglyph Menagerie. It's technically the Sister of Neoglyph. Geoglyph has the ability to see into the infinite Multiverse by using portals fixed with lenses. By using this power, she gives her Brother ideas for creating celestial bodies. Inhabitants from across the Galaxies use her Multiversal Travel Stations in order to reach other Universes. She has a difficult time trying to create Planets, so she makes other uniquer things which float in the depths of space.

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11th: Plantet: (The Plant Planet) [Inhabited] 32,944.6 Miles in diameter

Days: 85 Hours, Nights: 42.5 Hours

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Description: 80% of Plantet is made of plant-life. Most of the Planet is literally a giant rounded plant. It's atmosphere is composed of a vapor which endlessly provides it nourishment. Most life forms on Plantet are Plant/Animal hybrids, while some are just regular animals. Both anthropomorphic and feral Species with plant/animal qualities consist of Canines, Wolves, Horses, Felines, Big Cats, Foxes, Rhinoceroses, Giraffes, Dinosaurs, Hyenas, Dragons, Snakes, Rats, Mice, Lake Serpents, Sea Monsters, Cave Monsters, Tree Phoenixes, Monster Vines, Avians, Predatory Avians, Large Reptiles, Plant-based Manticores, Plant-based Chimeras, Cervines, Rabbits, Amphibians, Bovines, Flying Serpents, Hybrids, Jungle Gels, Tree-Sap Slimes, Foam Slimes, Tree Nymphs (Furry/Scalie), Fungi Animals, Owls, Turtles, etc.

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The lakes are huge, being roughly the size of an ordinary ocean. Yet the bodies of water are still surrounded by far distant land, which categorizes them as lakes. The mid-regions of the lakes are often riddled with fog. There are trees growing out from the depths, rising above the surface of the water. In other areas there are vast forests covered in moss and glowing yellow fungi, some releasing illuminated spores all over the areas. Jungles will often intermix with the forests, creating new wildlife.

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New Plants are born every Day and Night, providing the Planet with an endless variety of herbs and greenery. While many inhabitants are born with the attributes of fruit, trees, flowers, weeds, sea-plants, fungi, moss, etc., others can be completely unidentifiable plant-animal hybrid species. There's a balanced amount of high and low terrains for all to live on, as well as trenches, forested canyons, and caves filled with plant-life. The weather is usually sunny, but rains every few days or so. The Seasons are quite prevalent on Plantet, causing the environmental appearance to adhere accordingly to each seasonal climate change. Some plant-based creatures local to the Planet only come out in specific seasons, while others remain out regardless of any season. The inhabitants of Plantet are commonly afraid of fire, since most have never seen it before. They can grow plants instantly by using seeds and magic. Magic abilities also include imbuing stone and rocks with a green explosive energy. Upon impact, the stones blow up, leaving a thick coating of heavy green moss. Blasting temporary knock-out spores can also be a physical or magical ability.

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History: Seven hundred thousand Years ago, Planet Plantet used to be a horrifyingly dark place. Mages, unlucky stranded travelers, Swordsmen, and other types of survivalists had rough times just trying to step foot outside without getting attacked by some terrifying plant-monster. Day or Night, darkness stayed. One Day, the Planet was mysteriously deprived of light. Planet Plantet is generally a massive round plant floating in space, which means sunlight is a critical need, providing it with sanity, health, and life. After Days of light-deprivation, an ancient consciousness awoke within the Planet Plantet. Deprived, starving, and insane, it then created, and summoned behemoths of pure horror to collect the essences of all creatures with even the tiniest amounts of energy. Their bodies and souls were used to provide itself with light, until Plantet became sane again. Once sanity was restored, it returned every soul and life it took. Those countless lives were given immortality, as a supposed "apology", and still live on the Planet in their present generation. While most were pleased with this gift, some were utterly grieved by this, calling their gift a curse. Some wanted to live and die average lives. This age was called "The Age of Immortality".

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Community/Culture: Logs, wood, and plants make a huge majority of all buildings and establishments. Stone is sometimes used. Attire consists of exotic plants and flexible wooden clothes. Vines and plant sinews are often used as straps or as a means of suspension. Robes and pants can be made from large flower petals dyed a different color. They also use a soft and fibrous substance resembling cotton to make their clothes, but it works better if combined with other materials. Some of the Planet's societies are created based off the desires of the immortals who lived through the Age of Immortality. They are made into leaders of their own civilization. However, not all societies and civilizations are like this. The ones that are like this, like to listen to the eldest individuals in their groups, since they're the most experienced.

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Most plant-based inhabitants have the physical ability to plant seeds they generate from their bodies in order to grow varieties of food, so food markets aren't as common for Planet Plantet. The planetary denizens can use plant-magic to instantly develop their seeds into fully matured plants. Entities without the ability to grow their own food survive off the generosity of those who can. Or they just plant it themselves with the seeds they find.

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"Plantetans" as they're called, have two worldwide holidays known throughout all the lands: Premortal Day, and Immortal Day. Premortal Day's a Day dedicated to remembering when brave warriors fought monstrous soul-stealing behemoths long ago, and contributed to battling against unknown darkness and chaos. It starts at the beginning of the Plantetan calendar. Masks of many historically infamous monsters are put up on elaborate dummies, then used as targets for combat training. Advanced and powerful weapons are made for such an occasion. Immortal Day is dedicated to when their Century-long war finally ended, then the Planet apologetically brought Immortality to those who were on the Planet at that time. Immortal Day starts in the middle of the Plantetan calendar.

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Currency: Cacoa beans ($35.00 per pound), Vanilla beans ($100.00 per pound), and Cinnamon sticks ($60.00 per pound).

Stone coins: (Grey 1¢, Brown 2¢, Yellow 5¢, Beige 10¢, Blue 15¢, Red 25¢, Black 50¢, and White 75¢).

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Examples of Plants:

Spelltree: An ancient tree invented long ago. There's many of them, and all have archaic symbols naturally occurring on their trunks and branches. They're meant to keep evil at bay by using warding magic.

Slimerose: A transparent gelatinous rose which comes in a variety of colors. It grows near water where most slime creatures live. This rose can be squashed, cut, blown up, and ripped apart, but will quickly revert back to it's original form without fail. There are additionally super rare types that glow in the dark.

Shroombirch: A tree with hundreds of mushrooms growing over it's trunk. It has indigo leaves at the top which gives a faint glow whenever it's dark. It lets off spores that work as dangerous neurotoxins in higher dosages, but are extremely healthy for the brain in milder concentrations. Luckily, it lets off smaller amounts naturally.

Blood-Stems: A short and stubby plant that looks like nothing but a small black stem. In actuality, it can protrude several painless needles from itself to take blood from unsuspecting creatures. It cannot take anymore than a maximum of 20 milligrams of blood. However, it's best to stay away from patches of them.

Splice Pollinator: An unusual looking plant with a twisted stem. It's petals are white and grey. It's pollen is extremely powerful, and has the ability to crossbreed with any plant, whether it be a flower or not. The pollen floats through the air, then latches on to any plant, then grows a hybrid seed from wherever it lands on the plant. (In other words, this flower is one freaky whore).

Incarnation Tree: A tree that grows incarnations instead of leaves. The incarnations come in yellow, blue, red, pink, and white. It grows to an average height of 50 ft high, and an average width of 3.125 ft.

Bead Vines: Unlike regular vines, these plants contain many seeds within each of it's "beads". During the beginning of Spring, the Vines open up, letting out light-weighted disc-shaped seeds that're carried off by the wind. They catch onto the exteriors of nearby rocks and trees, then sprout into the same vines overtime.

Lochwood: A tree that grows directly out from the bottom of deep lakes. It grows tall enough to pass above the water's surface. There are less leaves at the top than most trees, but accommodates for it's lack of greenery with it's uniquely shaped branches. The branches and twigs grow excessively straight, and branch-off as though they are crystals.

Grand-Branch: Both a tree and a branch. Since a Grand Branch is just an extension of the Planet, it's considered to be both, because of how similar it looks to an actual giant tree. It's fruits are the largest in their world, and are a blue-green color. They're completely sphere-shaped and take decades to fully ripen. They're called Plantet Fruits, and eating one will grant outer-worlders with an affinity for their world's magic.

DustSeed: A green cup-shaped plant with dust inside of it's open pod. Each molecule of dust is really a seed. The seeds get lifted off by the wind, then carried into anything with a crack, an indentation, a hole, mud, tree bark, etc.. It grows out from about anything. Inhaling it's seeds/dust allows one to hold their breath underwater for 25 hours.

Lanturnips: A mystical plant resembling a turnip, but with a bright light resonating from the base of the root. It's leaves are arched together at the top, making it shaped like a handle. It comes in almost all colors, which effect the coloration of the light.

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Examples of Places:

Lake Aroma: A vast lake about half the size of an average ocean. It has aromatic flowers everywhere the eye can see. There are Jellyfish/Flower hybrids which roam deep within the waters. The fish are hybrids of tangy fruit and aquatic vertebrates. Each creature also produces a pleasant odor. The water is extremely clear to the point of seeing everything below 2,350 ft deep. Lake Aroma is exactly 4,708 ft deep.

NetherWoods: A Forest of unspeakable darkness and horror. It's located deep in the undergrounds of Planet Plantet. The remnants of unholy plant monsters reside within it's reaches. While they're no longer hungry for Souls, they still seek blood.

Condractopolis: A city made entirely of enormous trees. They're roughly the size of towers, including many that are towers. The paths and foundations are made of roots. Crystal windows can be easily spotted from a distance. Many sturdy bridges and branches connect different areas and structures together. The place was named after a warrior from long ago (Condracta) who risked her life to save the City from a massive evil monster.

Serenelands: A place that remained peaceful even when the world was dark and foreboding in ancient times. It's covered in flowers and plant-life which give off an aroma that calms any creature who inhales it. The surrounding trees are warded with ancient protection magic. They make a sound with their branches and leaves which fends off evil, and heals the broken minds of those who hear it.

Epiphyte Containment Facilities: A vast underground facility containing large varieties of dangerous plant-based monsters. Each creature is confined for either it's own sake, or for the protection of others. They are collected in cells, each a minimum distance of 70 ft away from every other individual containment unit. Each cell is guarded with a thick crystal window not exceeding any more than 10 x 10 ft. All windows are tinted. The facilities are made of a sturdy mixture of stone, and Grand-Branch wood, including an added reinforcement of anti-magic barriers. Numerous experiments are conducted on these creatures in order to uncover more about their Planet's secrets, unknown science, history, magic, plant-life, and the anatomy of these monsters. Magically-conducted organic surveillance footage is kept in order to document them properly (Opaque metals don't exist on Planet Plantet, so surveillance cameras must be improvised from organic material).

Reptaliss: An ancient complex of castles and towers associated with lizards, Dragons, and various reptile species. It's made of finely carved stone, wood, and marble. Many statues and wall-carvings depict artistic images of Dragons, Giant Lizards, Reptiles, and hybrid species of a similar likeness. The steeples and roofs have a scaly appearance, as though they're decorated to look like reptilian scales. There are 7 Colosseums, each a different rank of skill for the fighters. 21 Mage Towers surround the entire kingdom, each sorcerer looking after the borders for trespassers.

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Moons:

Halfling: [Inhabited] 15,081 Miles for the first half. Ranges 222,610 Miles away from Plantet. Contains no greenery or plant-life, and looks as though it's a barren rock. It's a Moon with only one half of itself intact. Despite this, it still has a rotation, an atmosphere, and a tilted axis. Since this is scientifically impossible, it's plausible that there may be some high-caliber magic at work. "But how, and for what reason" have been reoccurring questions amongst many inhabitants of the Marvelir Solar System.

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The other half remains undiscovered. It's inhabitants are strange crystal creatures who like to feed on minerals. They each have one differently patterned eye, and small stubby appendages for mobility. Their bodies are covered in thousands of tiny multicolored crystals. Their appetite doesn't deplete the Moon's resources, so they aren't held responsible for the missing half of their world. It is therefore only plausible that powerful magic had been administered to the Moon long ago.

Zeluk: [Inhabited] 29,732.5 Miles in diameter. Ranges 287,713 Miles away from Plantet. Zeluk has full control over it's own environments. It decides which way it'll be spinning, what position it's axis will be, the intensity of the atmosphere and it's compositions, and the Seasons. It's free agency works well for most inhabitants, considering it wants to feel comfortable with it's conditions. Any movement in the wrong direction may cause Zeluk extreme discomfort, so environments are always suitable as a result.

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Zeluk is abundant in scenic nature and vegetation. It's weather is neither too warm, nor too cold, and it's wind blows at a nearly perfect speed. Natural disasters are of minor impact, and rarely happen every few Centuries. The 10 oceans are made of freshwater, and contain no salt or malnutritional properties. Inhabitants consist of basic anthropomorphic and feral species; Canines, Felines, Equines, Avians, Bovines, Dragons, and Reptiles.

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12th: Harloc: (The Romance Planet) [Inhabited] 120,224.67 Miles in diameter.

Days: 38 Hours, Nights: 43 Hours

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Description: A Planet of unimaginable beauty, bliss, and romance. During the Nighttime, the atmosphere magnifies the view of outer space, creating a beautiful display of stars, Moons, and Galaxies. The weather is always comfortable, no matter what season takes place. During Winter season, the snowflakes take nearly perfect symmetrical shapes, gathering into strange but beautiful formations. Half of all snowflakes glow with a vibrant blue or white color. The season of Spring has innumerable amounts of amazing flowers with pleasant scents and enticing aphrodisiac effects. All potential allergens have no effect on allergies due to a protective atmospheric condition which occurs all around the Planet. Microscopic elements only native to Harloc recondition all allergens into something beneficial for the body, rather than irritating.

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Various types of species exist in Planet Harloc, each having an anthropomorphic, feral, and semi-anthropomorphic form: Salamanders, Dogs, Equines, Bunnies, Aquatic Mammals, Marine Scalies, Sea Dragons, Wolves, Sharks, Sergals, Bears, Snakes, Foxes, Otters, Bovines, Felines, Big Cat's, Dragons, Hybrids, Wyverns, Reptiles, Aardwolves, Plant Elementals, Angelics (Furry/Scalie), Rats, Mice, Kangaroos, Avians, Eagles, Hawks, Griffins, Chimeras, Manticores, Bats, Raccoons, Geeps/Shoats, Ferrets, Hyenas, Harlocubi,

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Harloc's beaches come in many varieties. Some have red or black sand, while others could have white, beige, brown, or even pink sand. The waters are crystal clear and full of docile sea-life. There are 105 Seas, all of which contain countless pearls and treasures. Tropical trees and plants are always nearby whenever one is at a beach. Most vegetation and organically grown food are natural aphrodisiacs, because of unique components inside the soil. Because of these components, even sticking one's feet in the sand or dirt can cause great relaxation to the mind and body. Materials and clothing made from plants work the same way.

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The view of the stars and Galaxies are greatly magnified during the Night. The inhabitants of Planet Harloc, or "Harlings" have unique and special attributes, both physically, mentally, and mystically. They're each gifted with a naturally occurring aphrodisiac which is fused with their blood. The surprisingly safe and healthy chemical shows itself by glowing through certain parts of their bodies.

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Harlians can turn off their bodily glowing effects at will. Harlians are mentally gifted with the ability to switch between a hyperactive libido, a normal one, and a roughly nonexistent one. Their magic is based upon manipulating the sultry desires of beasts and powerful entities, which manifests their greatest lust-driven fantasies into reality. It works better depending on how much power their target has.

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History: Planet Harloc used to be a Planet of many divided Nations. Thousands of Years ago, a nation named Vilinia proposed a peace treaty to all the other creeds and nations. At first, each and every proposal they gave was given an enormous amount of doubt. Their world was on the brink of war, yet it was easy for the Valinians to convince them all to have peace, due to the Planet's naturally pleasant effect on each inhabitant. After peace was restored, everyone in their world reconditioned society, and all economies specifically so that they'd never have war. Nowadays, it's excessively difficult for anyone on their Planet to resort to violence.

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Community/Culture: Since Harlians have the ability to switch between 3 or more levels of libido at will, it establishes a whole new psychological concept of love and romance. One which isn't as common on other Planets. Despite the excessively healthy sex-lives of Harlians, they focus on much more than merely love and romance. Harloc is a technologically advanced world, one that's absent of pollution, war, hate, ailments, and mental illnesses. Their technology isn't the absolute best in the Marvelir Solar System, but the superior way they use technology benefits their world in incredibly useful ways.

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The Inhabited buildings and structures blend in perfectly with all environments. In fact, the structures are digitally programmed to peacefully protect the nature around them, by using non-lethal force. Their Artificially intelligent social computation interfaces can tell if any damage is on accident. Harlians have a society consisting of individuals with photographic memory. This sometimes poses as an issue for otherworldly visitors. Outer-worlders must take a series of tests and/or be educated in order to enter their Planet. If they fail the tests (and they usually do), they are given Cybernetic Neurological Enhancement Technology (CNET) in order to compensate for their lack of photographic memory. Then they can legally enter the Planet.

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Jobs and work are optional, considering society has several different types of functions to choose from. Trade, currency, work-payment, and various other forms of lifestyle.

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Currency:

Pearls: Beige Pearl ($1.00), White Pearl ($5.00), Grey Pearl ($10.00), Black Pearl ($25.00), Blue Pearl ($50.00), Purple Pearl ($75.00), Yellow Pearl ($100.00), Green Pearl ($125.00), Red Pearl ($150.00).

Mint Print: A small paper currency that smells like mint, and is manufactured from mint trees (A tree local to their Planet). (1¢, 2¢, 3¢, 5¢, 7¢, 10¢, 15¢, 25¢, 30¢, 50¢, 75¢)

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Examples of Plant Life:

Ply-Bells: A sweet-scented bell-like flower which has several bell-shaped pods that are closed. The nectar and pollen are concealed inside, creating more and more until the bell pops open from the pressure. The pollen and nectar are highly-functioning natural aphrodisiacs.

Folias: A plant that is banned by all nations within Planet Harloc. While it may be an aphrodisiac, it's also bound to affect one's good judgement, causing those who inhale it's scent to become temporarily insidious for up to 3 Days. It's an indigo flower that glows with a vivid blue light. It's bulb goes all around the center, resembling a morning glory. It's pollen is so black, that it appears as though a dark pit were in the center of the flower. Any Harlians who find the flowers will usually ship them to the world Government, which will offer them up for Galactic trade to some other world.

Bombatree: A tall-growing light-colored tree with many straight branches. It's bark is like soft paper, but waterproof. It's branches grow out a super soft, very cottony, silk-like material. The material is used to make exceedingly comfortable clothing.

Ganter-Bloom: A flower which helps other plants by creating stored nutrients within it's heavy beige petals. The flower's petals become too heavy to support, so the flower ends up dying. After it dies, the nutrients are released into the soil, increasing the growth rate and health of all other plant life around it. It always collects the ideal types of nutrients for each plant within the vicinity.

Ferren Root: A sweet white root with the benefits of causing temporary fertility or infertility. It has no long-term effects, and is not permanent or unhealthy in any way. If heated up, it ensures fertility for either gender who takes it by 100%, the effects lasting 49 Hours. If cooled to frozen temperatures, it tastes plain and prevents impregnation/fertility by 100% for 49 Hours, for whichever gender takes it. In addition, the root is a natural aphrodisiac wether it's eaten warm, cold, or otherwise.

Blood-Bloom: A crimson flower with petals that naturally wilt like a weeping willow. The 4 petals appear like red moss, as though spilling down like blood. It's center where all the pollen is located, has a much darker crimson color. It's stem is green, and promotes healthy blood-flow if consumed.

Cryophilt: A fungal plant hybrid with a freezing temperature. It's shaped like a blue-spotted white cup growing from the ground, and contains an icy liquid substance inside. The plant is an aphrodisiac, and can quickly restore nerves of any kind. It also restores damaged neurons and increases the production of neurotransmitters. In addition, it cures allergies of all kinds (Most Harlians are unaware of this last fact).

Purmilcha Berries: A type of berry which resembles a grape vine. They are oval-shaped, and have a very pale green color. Each berry is roughly 3 inches in diameter. The berries have a rather lewd effect; They drastically increase stamina, libido, and sperm/seminal production. As a bonus, they're also strong aphrodisiacs.

Bigenta: [B-ai-gen-tuh] A flower with double sets of anthers conjoined together. It usually has 18 heart-shaped petals, and is used to cause those who consume it to conceive twins. If the consumer is already bound to have twins, then the offspring become quadruplets. It can come in any color, and is shaped like an infinity sign. The sweet smell lets off an active aphrodisiac.

Feradome: A round arcing crystal which's also categorized as a plant. It's pearlescent exterior grows out white ferns which glow in the Nighttime. It's light can completely heal blindness, and brings great health to those around it. The light has an effect whereas if someone comes into contact with it, they become sexually hyperactive.

Vibrumbers: An exceedingly smooth and non-perishable vibrating cucumber plant. The plant cells, seeds, inner flesh, and exterior, all vibrate. Despite being part cucumber, it can be grown with little-to-no water, and just needs enough of any kind of soil. -Popular among females ;)

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Examples of Places:

Docile Beach: A vast pink-sanded beach teeming with feral creatures of various species. The waters are clear to the bottom, and the sand greatly satisfies the nerves to the point of triggering strong orgasmic sensations. There are Sea-Turtles, Osprey, Dolphins, Sharks, Eels, Snakes, Wolves, Falcons, Underwater Merfolk, Etc. Despite some of these species having predatorial behaviors on other Planets, they're all docile on Planet Harloc.

Hydrophilic Springs: Over a hundred hot springs all in one big area. The place is surrounded by plants and flowers which let off powerful aphrodisiac effects. The water is enchanted with Planetary magic, so it fully cleanses itself of all impurities for every second that goes by. If anyone falls asleep in the springs, the mystic water will gently keep their heads above the surface to prevent drowning. The water can be seen glowing slightly, but only during Night Hours.

Vivacious Woods: Springs, lakes, waterfalls, and 100ft tall trees of various different intermixed species. These woods are very commonly shrouded by multicolored floral vines. Moss can turn out to be any possible color. Illuminant spores of various different colors flood the air after it gets windy. The spores come from seemingly dull black mushrooms, which grow off of rocks and dirt. Feral species such as Wolves, Raccoons, Foxes, Ferrets, Owls, Large Birds, Hybrids, Dragons, Gryphons, Lagomorphs, Cervine creatures, and Bats all live in these woods in peace and harmony.

Dreamplanes: A land/Universe that's hyper-paralleled to the Planet Harloc. It's a world of dreams that is imbued with the Planet's essence. It's a set of planes that ensures REM sleep for anyone who won't dream.

Tubont City: A large and exotic City made of microscopic nanites. Each tower, building, subway station, etc, is made of them, which prevents any long-lasting destruction. The structures automatically fix themselves within seconds, if damage is inflicted. All or most residents will live there for free because of the trade-ties they have with other Planets across the Marvelir Solar System. As long as the City still stands, currency from trades keep on coming. Any desired food is made through molecular assembly machines, which is tastier and healthier than what they'd get from nature. It's a great place to start a business, where most careers and businesses are successful (If they're within reason).

Gargoyle Sanctuary: A time-stasis graveyard for the dead. Since death is so rare on Planet Harloc, those who pass-on have their bodies sent into a time-stasis coffin, which is put within a graveyard surrounded by a time-stasis field... All in hopes that immortality, and/or a cure for death can be achieved. The whole area's guarded by a golden gate. The will of the individual who dies is respectfully followed. If others aren't living or present to carry out their wills, then the Sanctuary itself uses it's artificial intelligence to carry it out instead, by deploying the services of other individuals or machines. Holy spells, symbols, and wards are made every Day and Night to keep away any conniving individuals or entities, even though break-ins never occur. Those who are NOT conniving are let in by the mystical 'intention-sensing' spells.

Hollow-Sea Isles: A scenic set of 7 islands that appear to form a circular shape around a blue hole in the middle of the ocean. The islands are each different types of places: A tropical rainforest, a snowy mountain island, a volcanic desert, a flooded foggy landscape, a meadowy plain, cavernous hillsides, and a common Utopia. The watery abyss in the middle is home to tons of wildlife and sea-life. Mainly a race of sharks and fuzzy fishlike mammals. Any darkness is lit up by illuminating undersea plants or fish.

Galactic Observance Station: An observatory and space station equipped with advanced technologies. Their goals are to discover and explore other places in space. Using advanced technology, they can see across the Universe, and in some rare cases; the Multiverse. Multiversal observation is done by extremely complex devices.

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Moons:

Arlio: [Uninhabited] 12,083.4 Miles in diameter. Ranges 235,956.8 Miles away from Planet Harloc. A ruby-red Moon that lets off a scarlet glow from space. Scorching fire burns at it's surface, letting off strangely-colored smoke. Out of the other 2 Moons, it's the closest to it's own Planet. There are abundantly growing crystalline materials on Arlio which are harder than titanium, yet have an unexplainable buoyancy. They are used to build physical impact deflection systems, which are used in spacecrafts, confinement areas, and vaults.

Seperma: [Inhabited] 22,139.5 Miles in diameter. Ranges 246,123 Miles away from Planet Harloc. It's a vivid blue Moon covered with glaciers and snow. Abundant with life, it's freezing seas are teeming with fish, and other unique underwater creatures. It's icy surface combined with it's seas causes any light which reflects off of it to radiate a blue shimmer over the Planet Harloc during the Night. There's a mysterious set of abandoned icy stone castles in various areas of the Moon, but no homes or otherwise.

Kiruflus: [Uninhabited] 17,064.73 Miles in diameter. Ranges 240,551 Miles away from Planet Harloc. A Moon with almost nothing but sulfuric volcanoes, sulfuric acid lakes, and gigantic sulfur crystals everywhere. Because of it's primary element, it takes on a vivid yellow appearance. There are yellow clouds and smoke, as well as yellow soil, dust, and land.

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13th: Riopatuu: (Archaic Era Planet) [Inhabited] 739,847 Miles in diameter.

Days: 35 Hours, Nights: 35 Hours

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Description: A Planet with frequent tropical rainforests, where mystical tribes of magic practitioners live and dwell. There are vast areas with castles, some with tribal shrines or temples, while other structures may also differ historically. The rainforests are dominated by tribes of mystics, while medieval castles contain the populous of slightly more advanced, yet still somewhat primitive individuals. Nature is abundant with fruit, and unintelligent edible prey. Rain occurs frequently within the tropical rainforests, and most volcanoes are inhabited by actual deities, usually being Dragons, Phoenixes, or giant half-Godly beasts.

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There are other rainforests which hold different attributes and ecosystems. There are the darkened haunted rainforests, the glacial rainforests, and flooded underwater rainforests. Some are enchanted, baring strange paranormal phenomena of astronomical proportions. One may find themselves in a seemingly different world if they venture too far through the mystical rainforests. The Planet Riopatuu contains 90 Oceans and 93 continents. It has so many rivers, that it's almost impossible to look ahead and not find one. There are many Inhabited places, such as tribes, villages, underground civilization, sky islands, normal islands, castles, kingdoms, castle-towns, Monster dungeons, farms, forts, large campsites, towers, tribal grounds, forest treehouses, domestic caves, labyrinths, pyramids, Ancient Cities and Towns, etc. Arenas, colosseums, and guilds are also important in many areas.

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Various types of fungus grow tall in multiple areas, which means nature is commonly decorated by illuminant mushrooms and fungi. Their spores are extremely useful and important, being used for many purposes, such as wound treatment, sleep, beds, furniture, energy, weapon poisoning, cooking, and eating. On this Planet, spirits and elementals are one in the same. All elementals are literally spirits of the forest, and of those who've passed on. They are immortal and completely impervious to any form of destruction or death. Fortunately on Riopatuu, diseases are a good thing. If someone catches a disease, their bodies use naturally-occurring magic to reverse the effects into something beneficial, such as hyper-intelligence, super-strength, improved vision, strong bones, superior senses, and in some cases, immortality.

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Magic is very commonly used in all creeds, nations, cultures, and kingdoms. Alchemy is a huge part of it all, as well as weapon enchantment, and rituals. Rituals can be used to give bad or good luck to those who are too far away to reach, or rather make someone powerful, depending on what's used in the rituals. Weapons and tools are easily imbued with mystical attributes, making them indestructible, fiery, dangerously freezing, electric, and many other unique enchantments. Special metal ores are used to make strong and withstanding weapons, capable of cutting through stone with ease. Telekinesis and telepathy are practiced among many random tribes and kingdoms. Some know it, while most may not.

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All inhabitants of Riopatuu have an ability gifted to them by their deities, which allows them to see into an individual's eyes and learn each other's languages, traditions, and frames of mind. When this ability is put to use, both individuals will know these things about one another, regardless of which one has the ability. This ability is endowed to every single sentient life form that is born on their Planet, at least ones who have eyes or eye-sockets. For instance, even a basic feral cat would be able to use it instinctively out in nature. Many outworlders who live in the same Solar System will travel to Planet Riopatuu, in order to give birth to younglings who will obtain the Riopatan abilities.

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The inhabitants of Planet Riopatuu consist of various different species, individually having 3 counterpart forms of their species: Anthropomorphic forms, quadrupedal forms, and semi-anthropomorphic forms: Jungle Cats, Larger Jungle Cats, Wolves, Foxes, Dogs, Equines, Horses, Otters, Reptiles, Dragons, Avians, Hawks, Eagles, Predatory Birds, Gryphons, Manticores, Demons, Chimeras, Snakes, Sharks, Marine Mammals, Fishtailed Furs, Sergals, Kobolds, Monsters, Slimes, Raptors, Ferrets, Raccoons, Flying Weasels, Flying Opossums, Flying Squirrels, Chameleon-Alligators, Crocs, Reptilian Snapping-Turtles, Swamp-Dragons, Chief Owls, Tranquilizer Bats, Plantlike Furs, Spirits, Elementals, Feathered Boars, Goblins, Orcs, Giants (furry/scalie), Gargoyles, Minotaurs (furry/scalie), Centaurs (furry/scalie), Snake-tailed Dragons, Drapheonixes, Phoenixes, Frost Phoenixes, Grypheonixes, Hybrids, Moles, Furred Dragons, Wyverns, Glider-Snakes, Tentacular Creatures, Sea Serpents, Giant Werewolves, etc.

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History: Many Years ago, a powerful DemiGod named Ralux had lost his Daughter, who was stuck on the Planet Riopatuu. Her name was Ralmara. While strolling through the cosmos, she'd been hit by an indescribable object, and had been knocked unconscious, then woke up on the Planet inside of a jungle. Her motionless body left a crater in the ground. A nearby tribe called the Kahevan Tribe had found her, believing her to be a Goddess.. Which turned out to be true. She was worshipped and greatly respected among everybody for several Months. Eventually after having tons of fun playing, feasting, getting pampered, and given many Royal treatments, she requested they try to signal her Father so he could find her. They made many failed attempts, but eventually found ways to attract Ralux by building colossal magic-channeling devices, which stretched a magic beacon over the skies in order to signal her Father for her.

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Once he saw the beacon from space, he came down to retrieve her. Ralux and Ralmara sincerely thanked the tribe. As thanks for their kindness, help, and hospitality, she gave her Father the idea to reward their world with two gifts:

One: Any life-form born on their Planet received the ability to understand different languages, and read each other's hearts, both through mere eye-contact.

Two: Anyone born on their Planet would also benefit from the ability of being so immune to diseases, that they are given superior traits for each disease they get. For instance, if a disease causes blindness and brittle bones, they will gain superior eyesight, and incredible skeletal durability. After saying goodbye and giving these gifts to the Riopatans, they embarked to the skies. They left inside of what was perceived as a glowing white object.

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Planet Riopatuu has many wars in progress. Their race is unaware of other Planets and extraterrestrial life, but doesn't commonly shrug off the possibility. It's inhabitants waged an enormous war long ago, which took up an 8th of the Planet. It was called the Dark-Heart War. It was between the Tribal Warriors of the Rainforests, and the Medieval Knights of the Royal Kingdoms. Their falling-out was centered around their severe mistreatment of one another. It caused both civilizations to break out in war after hundreds of Years of putting up with each other. Decades after the inconclusive war, everyone somehow began getting along again.. At least for the most-part.

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Community/Culture: Riopatuu is partially centered around the spirits who dwell within nature, and the Deities who help or hinder their communities. Knights are less subservient to the Gods, and always have been, while the Tribal natives tend to see them every day with their own eyes. Tribes will frequently preform rituals, but usually never sacrifices. They live in huts, tipis, tents, mountains, underground jungles, treehouse villages, and those sorts of places. They're more experienced with medicine, and frequently help knights with their injuries. They're more in touch with nature, which gives them command over many aspects of it's power. Knights are often better with defensive techniques and sword skills. They are often better strategists as well, and have a code of chivalry. They only use their magic for perilous situations, unlike the Native Tribes, who use their magic excessively often.

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Riopatan Tribal Natives are known for having different styles in clothing, even amongst varying different tribes. Some may wear immodest loincloths, that may either be well-made and fancy, or poorly woven and dilapidated. Other tribes may wear entire handmade attires that cover their whole bodies. Markings of Tribalhood are often seen stained into their fur or skin, showing off their rank of warriorship. Necklaces made of magic stones are a common accessory, as well as outlandish-looking Tribal hats.

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In some tribes, there can be male or female-dominated hierarchies. In the male-dominated Tribes, females are often treated "differently". They can be used as rewards to those who've done great things for their esteemed Tribe. This can happen the other way around with males as well, who belong to other specific tribes with different principles and societies. The offered Prince/Princess is usually taught to accept these principles, taking oath to their tribes to be a good partner to their rewarded champions. This entire tradition however, is something that happens with 12% of all Native Tribes. It's not very common, and is deemed wrong by most other tribes.

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Knights and Tribal Natives alike can have almost any paradigm of rules per community. Fighting tournaments are held in colosseums. Many colosseums differ depending on the culture/community of each area. Some may have unexplained or frivolous rules, while others might have a tendency for being too free, or even barbaric. Some colosseums are culturally segregated, while most are world-wide and open for all to compete in. On an extremely separate topic which needs explaining (or I'll never write it down); Elementals are the forms taken on by roaming Spirits in the rainforests, jungles, and kingdoms. It's the only way the dead can physically be with the living; By becoming Elementals. This is why the Tribal Natives make shrines for the Elementals.

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Fire shrines are made of wax, charcoal, wood, oil, and flammable materials, which are built along with bricks to make an oven-like chamber. Ice and water Elementals are given shrines containing excess amounts of flowing water, much like a fountain, but way more homey and architectural. Bolt Elemental's shrines are made of charged magnets, gold, copper, and other conductive elements. A type of ore that makes self-sustaining electricity from their Planet's magnetic force, is a valued gift to the Electric Elementals. Rock Elementals are given underground caves, with crystals and carved statues of appreciation. The shrines are built to appease the Elemental spirits, in order to keep them calm, so that they don't freeze lakes, start fires, cause landslides, or scatter lightning across civilizations.

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Currency: Coins made from different mined materials. They all have elemental symbols on one side, while the other side depicts a castle, which symbolizes the kingdoms of their world. Each holds value from greatest to least: Diamond ($20,000), Platinum ($10,000), Gold ($3,000), Silver ($200), Copper ($10), Quartz ($5).

Polished Beads: The polish itself is worth more than the beads, which is why it holds any value at all. Each holds value from greatest to least:

White Bead ($1), Blue Bead (75¢), Red Bead (50¢), Yellow Bead (25¢), Grey Bead (15¢), Beige Bead (10¢), Brown Bead (5¢), Black Bead (1¢).

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Examples of Plant Life:

Grella Tree: A tall brownish-red tree with green starlike leaves, and large brown bouncy fruits. The fruits are hard to cut open, due to their extreme buoyancy. As a result of this, they're used as balls for playing sports, or recreational activities.

Vessel Flower: A strange white flower that can be seen through while closed. The 7 petals take the form of a twisted teardrop whenever they enclose. When blooming, the petals turn white and lose their transparency. These flowers are ceremonial plants to the Natives of the jungle's tribes. They are what bring spirits to the land of the living by giving them new Elemental bodies. The newly reborn Elementals come directly from the center of the Vessel Flowers. In a sense, these flowers are a sort of one-way portal between the living and the dead. Only if the dead choose to be reborn as Elementals, they can use these flowers. The dead can be reborn as Elementals regardless of whether the Vessel Flowers exist or not, but the flowers make it several times quicker and easier.

Turnoom: A hybridization of a turnip and a mushroom. The top of the root looks nothing more than an ordinary white mushroom, except it's exterior is much harder. When pulled out of the ground, the yellow root comes up with it. If cooked, it tastes exactly like a mushroom fused with a turnip.

Vitality-Bean: A football-sized dark brown bean. The stalk it grows from is thick, and looks like a twisted green rope. It can wrap around almost any object as it grows. The beans are soft and easily digestible. They contain caffeinated substances that are ultimately good for you in long-term effects, unlike coffee beans. The Vitality-Beans are best consumed when brewed, or ground up.

Dog-Nip: (Zepeta Dogaria) A blue-green plant with curved narrow leaves. It's healthy for life-forms in the Canidae family. It has soothing and additionally energizing effects on them, causing temporary giddiness and doltish behavior.

Magic Stump: An organic mass that takes on the appearance of a flat stump. The way to tell the difference is that there are no rings, but instead small and somewhat inconspicuous beige lines. Sitting on top of the "Magic Stump" will exchange a healthy symbiotic relationship of distributed life-energy between the individual and the plant. Both life-forms will be left with more energy to spare than they started out with. This happens through just mere physical contact with the plant.

Galapactas: A white glowing flower which grows inside and around large craters left by meteorites. It has 15 long white petals that grow from the sky-blue center. It's energy makes a noise which mysteriously calms one's nerves, if heard. Wherever they're found, they overgrow into vast flowerbeds, spreading all around the radius and circumference of craters.

Twin-Palms: A tree that much resembles a palm tree, except it's a darker green, is several times wider, and has two separating tops which diverge near the peak. It's commonly inhabited by predatory birds, and has purple cherry-like berries growing from the center of it's palm-like leaves. The berries are called Troberniks.

ShroudWood: A common tree that grows out in the rainforests. It's growth pattern randomly twists, turns, arcs, and grows straight up, allowing it to randomly scatter more of it's seeds in other areas, which in-turn created the tropical rainforests of Riopatuu billions of Years ago. This tree is one of many common species which grow in various areas.

Snakehead Bush: A dark and light green striped bush which looks like a bundle of moving snakes. The plant is somewhat sentient, and will move it's branches when approached by an animal. The seeds stored in the center of the bush make a sound similar to a hissing noise. If ingested, the bush's seeds increase muscular strength and bodily coordination.

Satchel Plant: A plant that looks like a brown satchel. It can be picked and emptied out of it's seeds in order to be used as a durable satchel.

Netrake: A tall plant that's intentionally shaped with arcs at both sides at the top. It forms a partial circle with its diverging stems, which makes an ideal spot for spiders to build their webs. Once the web is spun, and the spider catches enough prey, the plant will withdraw the two arcing stems back into it's primary stem, consuming both the spider and it's capture.

HS Moss (Hyper-Satiation Moss): Blue-green moss that grows in flowing water, especially rivers and waterfalls. The moss holds types of nutrients that are unknown to most of the Galaxy. They completely quell thirst and keep the consumer hydrated for Weeks, with just one bite. Hunger and starvation become less dangerous in addition to these effects.

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Examples of Places:

1st Castle Central: The first castle to ever be built by the knights and residents of the kingdoms. It's cracked and ancient, yet it's protected by other many larger castles that surround it. It's the place where meetings between kingdoms take place, and where important decisions are made. Underneath the castle is a secret passage to an interconnected series of dungeons that lead to other castle dungeons.

Towers of Surgency: 4 Mage towers containing a powerful link of magic between each other. The spirits of dead mages and magic practitioners can contribute their own power to them, only if willingly, to the resonating power that's held within the 4 towers. Sorcerers, Magicians, Mages, witches, Warlocks, etc. have a fondness for these towers, considering they supercharge their own magic abilities for four days.

Graveyard of Elements: A graveyard with no gravestones, but instead shrines to the Elementals. In the Graveyard of Elements, anyone who's died and reincarnated into an Elemental can go to a series of shrines that will allow transfiguration into any type of Elemental. For example, a water Elemental can be turned into a fire Elemental, or otherwise, depending on their choice.

Riverground Lake: A massive lake with a series of numerous rivers leading into it. On the coasts of the lake are villages and civilizations who live there in log-houses, tipis, mud-brick houses, and tents. The coasts are enclosed along with the lake by tropical rainforests and marshy woods. There are more than plenty of fish to catch, giving more than enough to eat for each inhabitant.

Ceremonial District: An expansive clearing in the middle of the rainforests that can be used by any tribe for celebratory, ritualistic, or arcane/magical purposes. There are flat platforms of rocks, tall stone structures, bonfires, and ceremonial witchcraft items already preset to be used for their rituals.

High-Home Town: A large Town coalesced between the woods and the tropical rainforests. Each building is a treehouse very far up in the trees. There are platforms and wooden steps leading up to each one. Shops, shrines, homes, and even a sort of recreational center for the inhabitants living there. Firefly lanterns hang all over the Town, since the trees don't let enough light into the forests.

Riopatuu Colosseum: An ancient colosseum ranging 700,000 square feet by radius. It's made of white marble, stone, polished granite, and other heavy materials. It's open for anyone who wishes to compete in the Weekly tournaments. The winner receives rare and valuable treasures and weapons, along with a huge heap of money.

Igvia: An entire ancient city which contains two coexisting civilizations; The Tribal Natives, and the medieval Kingdom's people. There are intermixed cultures and communities which have fused into one whole. Their architecture has a similar likeness in style as both cultures, as well as their clothing, behaviors, language, weapons, fighting techniques, food, and magic. The Tribal Warrior-Knights are the strongest on their Planet, and the most peaceful. For both these reasons, nobody messes with them. The Tribal Warrior-Knights are part of a force called the Tribe-Kingdom; They usually have metal armor that looks like Tribal Warrior girds.

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Moons:

Lacés: [Uninhabited] 16,740.7 Miles in diameter. Ranges 214,173 Miles away from Planet Riopatuu. Named after the red stripes over it's gaseous surface, it's a vivid blue moon with dark crimson lines over the entire diameter. It's a gas moon, but is considered by the Riopatans to be their only chance of spotting extraterrestrials on another world. They are unaware that it bares no life, yet they continue to view Lacés through observatories using very limited technology, which is why they cannot view much more distant celestial bodies. (Pronunciation: Lass-eez)

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14th: Alniria: (Seafloor Planet) [Inhabited] 362,943.7 Miles in diameter.

Days: 28 Hours, Nights: 28 Hours

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Description: Planet Alniria is a deep-sea world with water going as deep as 58.4 Miles down. The seafloor's diameter is smaller due to the amount of coverage it has underneath all the water. It's lit up with strange glowing plants and sea life, while containing vast underwater caverns in some areas. The waters are less dark, and more colorful than one would believe. Some parts have murky and eerie-some atmospheres, attracting species and life forms of the same likeness. Other waters are clear and let the sunlight shine through for Miles, providing healthy living areas for different life that has adapted to sunny environments.

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Massive whirlpools are a common phenomenon on the surface of Planet Alniria. However, sea-creatures usually have no trouble getting out of them, due to their evolutionary adaptations to the Planet's weather conditions. Oxygen and other important components for air-breathing creatures is available above the water's surface. Avians and Sea-Dragons of all sizes and various types fly above the Planet's water, stalking for swimming prey. Rainstorms and lightning are usually common over the dark areas of the Oceans. Planet Alniria's Oceans are compatible for all different types of aquatic creatures, regardless of what kind of water they breathe. Freshwater, Ocean water, Arctic, etc. All aquatic life can swim where they please without dying from mismatching environments, unless someone or something eats them.

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Each form of sentience has 3 counterpart forms, which are feral, Anthro, and Semi-anthro: Water Elementals, Ice Elementals, Rock Elementals, Wind Elementals, Lightning Elementals, Sharks, Fish, Porpoises, Sea Monsters, Octopi, Giant Squid, Sea Serpents, Shargons, Dragons, Sea Dragons, Aquatic Furs, Aquatic Scalies, Aquatic Reptiles, Tylotortoises, Aquatic Dinosaurs, Aquatic Raptors, Aquatic Foxes, Aquatic Big Cats, Aquatic Wolves, Aquatic Horses, Aquatic Raccoons, Aquatic Cervines, Aquatic Bovines, Otters, Seals, Manta Rays, Eels, Eel-Dragons, Aquatic Furred Dragons, Tentacular Sea Dragons, Mermaids (Furry/Scalie), Sirens (Furry/Scalie), Sea-Driads (Furry/Scalie), Amphibians, Salamanders, Aquatic Kitsunes, Water-Surface Slimes, Aquatic Slimes, Jellyfish-Slimes, hybrids, etc.

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Animals such a Tylotortoises are creatures resembling hybrids between Sea Tortoises and Tylosauruses.

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There are many undersea fruit trees, and underwater crops. Many of the birds flocking above the Oceans are large and plentiful to kill and eat. They have quite enough meat on their bones, which makes them high on demand for Alnirian civilization. In the arctic regions of the Oceans, there are icebergs which float above the water. Most of them are carved into homes for the intelligent creatures of the air who would require a living space, such as Arctic Phoenixes, Arctic Eagles and birds, Arctic Dragons, Arctic Otters, and other likewise Arctic creatures.

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Dolphins, Fish, Squid, Octopi, Sharks, etc. with anthropomorphic forms will have fins at their legs, arms, and feet, in addition to what their feral counterparts have. Their tail-fins are much longer than their feral counterparts as well. Organically-growing illuminant life forms called Aquapods float in the middle of the underseas. They are hollow, and have somewhat gelatinous formations with holes in them. They make ideal homes and living areas for many various types of sea life. Trees and plant formations are often soft and squishy to the touch in calmer waters, but still manage to stand tall like any regular tree or plant. Others are hard as a rock, allowing them to withstand forceful currents in hazardous areas.

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Large aquatic castles with the ability to stand still in mid-water, float regally in the midsections of the Planet's Oceans. They are full of royalty, sea-folk, inhabitants, creatures, and fish. Bubble-fountains are placed in the main halls for those who hold their breaths and need to refill on air. Particular areas of the Oceans have different colors, and may be ruled by different civilizations. Some areas are riddled with volcanic activity, which are home to many rock and water Elementals. The surface of the seafloor has not only caverns, but also living spaces and inhabitable homes for various species. Houses and unique homes are built inside of the rocky surfaces, usually supported by undersea pillars.

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Sea-Forests are a commonly found environment along the Planet's sea-floors. They are Inhabited by aquatic creatures of the forest, like Aquatic Foxes, Aquatic Wolves, Aquatic procyonids? and such. There are glowing snails that produce strange but beautiful noises in those parts. The dead trees are used as a materials for making clothing for the more sophisticated inhabitants of the Sea. Underwater vegetation, life, and coral cover many aspects of the rocky sea-floor. The inhabitants of Planet Alniria are called the Alnirians. Their Planetary race has been intelligent enough to explore space for Centuries. There are space stations at the bottom of their Ocean. Their ships are capable of traversing through rigid storms, easily moving through strong sea-currents, and going at warp-speed.

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Each inhabitant has magic they're born with, allowing them to thrive through the forces of their Planet. Their magic revolves around the manipulation of water and currents, but doesn't end there with it's capabilities. The Alnirians can use lightning magic without accidentally harming those they don't want getting hurt. They can surround themselves with magically-produced orbs of electricity, which only hurt foes that are hostile against them. An Alnirian with arms can grab any hard stone or holdable material and transform it into a trident or harpoon-shaped blade composed of that material. The blade helps them fight, but also helps channel their magic with greater precision. An Alnirian's magic can also grant any creature the temporary ability to breathe underwater. Some Alnirians can freeze the water around them, or combine their lightning magic with frost magic.

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History: Alnirians used to fight a lot in their ancient past, but no longer fight each other, unless extremely necessary. Their kingdoms were so divided, that life became difficult on their Planet. Nobody could swim on a simple stroll, and not be halted by groups of Alnirian Sea-Knights who wanted them off their kingdom's territory. This series of problems ended Centuries ago after the Alnirians were forced to team up against Alien forces from another Solar System. The extraterrestrials came in large hexagonal ships, wanting to take all the Planet's water for themselves (For whatever purpose that might've been for). This made the hugely territorial Alnirian's very angry. Little did the visitors know, the Alnirians were always prepared for war, and already had spaceships of their own. So after the Alnirian's kicked some major Alien ass, and then drove them out of the Marvelir Solar System, they realized the power of their own combined abilities, and became United as a Planetary race.

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Community/Culture:

Alnirians have unique means of transportation; 12-armed Squids, Long-bodied Manta Rays, Sea-Dragons, and roofless submarine vehicles. Their clothes are commonly made from seaweed, sea trees, and coral, which is all put together into an unusually fashionable attire. Alnirians are very territorial as a race when it comes to Alien visitors, but are prone to warm up to them if they're kind and rule-abiding. Alnirian cooking consists of lesser fish, seaweed, marine fruits, cooked Albatrosses, and fresh moss. Alnirians can eat these things raw, but enjoy them more when they're thoroughly cooked.

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Clean natural environments are important to the Alnirians, which means if you litter or cause major pollution, they consider it an act of war. One should greatly consider properly disposing of all trash or recyclable materials before entering Alnirian civilization, unless they want that same garbage shoved up their asses. When it comes to Alnirian weaponry, craftsmanship, and architecture, there are usually many stone-cut foundations located at the seafloor with pillared Sea-castles made of stone. Floating materials are made into futuristic-looking castles that float in the middle of the underseas. Some are chained to the bottom, while others are simply manipulated by magic to float in place.

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When not forged by magic, weapons are made with steel, titanium, and far harder materials which exist on their Planet, such as Nirite, Polksake, and Brimsteel. Spears and tridents are most common as a weapon, but thin daggers are also most efficient underwater. So they mostly use those sorts of weapons for combat. Law and order is upheld by the many kingdoms that work in unison. Destruction to property, pollution, death, theft, and assault are the main instances Alnirian officials have to put up with. They do a good job of dealing with it, and are praised by most members of society.

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Technology is often viewed as a primitive thing to the Alnirians. They often find that they shouldn't rely on it so heavily, so they often deal with situations independently, rather than get their machines to handle things for them. They commonly believe in hard work paying off to one's own efforts, and are pridefully combative when it comes to efficient technology replacing them as workers. Alnirians hardly venture off their Planet, and are a fairly proud race.

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Currency:

Fire-Disc: A round, flat, and durable glowing seashell found embedded within Planet Alniria's mantle. It comes in various colors, and can have different patterns on the top, being somewhat similar to a sea-dollar. Tiny ember-like flames with similar colors to the shell radiate from the surface. Here is the value of each Fire-Disc from least to greatest: Red ($1), Yellow ($2), Orange ($5), Blue ($10), Purple ($20), White ($50), Grey ($75), Black ($100).

Oil and Ink: Oil's extracted from their Planet's humongous caverns, where lots of sea life died long ago. Squids are the primary source of ink. Oil and ink can be extracted from the water by using a machine invented in their world. The manufacturing machines which come afterwards put it inside of a clear orb made of bulletproof glass. It's value is determined by the concentration of both materials, and is identified with etched-in numbers that state it's value. Here are the numbers of value: 1¢, 2¢, 3¢, 5¢, 6¢, 7¢, 8¢, 10¢, 15¢, 20¢, 25¢, 50¢, 75¢, $1.

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Examples of Plant Life:

Dark Sponge: A commonly occuring species of sponge that starts out as a pale grey color. It grows near caves, or near areas with naturally occurring toxic gases. It sustains itself by absorbing any concentration of oil floating in the waters, which gives it a dark black color.

Carniglow: A long and clear strand of carnivorous seaweed that appears completely transparent. It feeds on glowing critters in the dark parts of the Seas. Any nearby creature that glows will be detected, and swiftly grabbed by the plant. After curling around it's prey like a snake, it digests it and steals it's ability to glow, thereby physically obtaining as much illumination as the prey itself once had.

Marine-Wood Tree: A soft and squishy large tree with nubby ends to each branch. Pale-green semitransparent material with a slimy, mossy texture grows from the nub-like ends, expanding around the top, as if to vaguely mimic a shroud of leaves. The trunk is usually a pale yellow, but can also be blue, green, white, red, orange, or bright pink. Because of it's soft and squishy composition, it is used as a material to make things like bedding, sheets, pillows, pajamas, and other comfortable objects. They can also bare fruit on random occasions.

Oxibloom: An underwater flower that floats around in the Ocean. It gathers Oxygen from the water, then stores it inside of it's center. The large bubble is visible, and is held by short tentacular petals surrounding the plant's perimeter. Oxiblooms can be a series of multiple colors, and a source of oxygen for air-breathing Sea-dwellers.

Pearl-Wreath: A bulbous underwater vine which contains pearlescent materials inside. They're refined after a couple of Months, then quickly develop into large pearls. The pearls refine more and more, until the entire plant itself is displaced by the pearlescent material. It always curls into a semi-circle as it develops into a pearly state. It's worth a lot of money on any Planet in the Marvelir Solar System, usually enough to make one rich.

Hydrocolossus: A tree so incredibly massive that it's roots can be seen crossing different oceans. It takes in so much water from the ocean seafloor, that it may rarely rise above the surface of the Ocean, which is more than 45 Miles high. Each Hydrocolossus has multiple small villages imbedded within it's branches, leaves, roots, and trunk. The leaves at the top are whale-sized, and are used as nesting grounds for large birds. The several giant fruit it contains are inedible, but also take centuries to rot and fall. Which is why some are repurposed into small houses hanging from the tree.

Mystic Micromoss: A very small and undetectable moss with magical effects. The effects may last according to the concentration within the vicinity. It usually grows on the seafloor's rock. If kicked up and exposed to the skin, the moss can cause one to have hallucinations, in addition to temporarily changing eye and skin color. The effects wear off without inflicting any kind of damage. In fact, it's super healthy for the skin, and cures poor vision (But not blindness).

Sanctified Aqua-Flora: An undersea flower with 8 glowing tear-shaped petals. The flower is a very dark blue, and has a round white center. Blue fire flares off of this flower with no detectable heat radiation whatsoever. For mystical reasons, the fire cannot hurt anyone who's pure of heart, and turns any water molecule that touches it into one of holy water. The flower was created by a Light-Dragon Goddess named Dreknah, as a gift to her best friend, who is the Goddess of all water and ice. The plant serves it's purpose on many Planets, helping to protect numerous bodies of water from evil.

Aquamorph: A semi-transparent blue plant with the ability to change shape by storing water within newly generated plant cells. This plant frequently grows in many areas of Planet Alniria's Oceans, and takes on various unique forms.

Salistor Pod: A Sea plant divided into four segments which clasp together into a pod, then separate again, resembling a thick flower. The pod produces a clumpy green material that lesser species of fish love to eat. When a fish approaches the bait, it clamps over the prey and keeps it inside to become digested alive.

Bastardizing Drift-Flower: A brilliant white flower floating on the surface of the water, resembling a chrysanthemum. It has 8 blue-green and indigo colored tendrils extending from underneath it, which spread out over the surface of the water. If any female creature happens to make contact with it, the plant will attach itself to them and engage in sexual intercourse (wether willingly or not), which eventually impregnates the female with it's hybrid plant offspring. The resulting offspring will have half of the plant's DNA, along with half of it's Mother's.

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Examples of Places:

Hydrad Forest: A section of the Ocean's seafloor which contains many underwater trees and flowers. It's a place where aquatic Dryads live and play through the watery trees. Most who enter are treated fairly, unless they're harmful or disruptive to the nearby nature. There are forests inside of underwater caves in these areas as well, each glowing with vast amounts of large blue crystals that grow from the cavern walls and ceilings.

Tarlands: A region underwater where there are unusual formations made of solidified tar. From caves, to spires, to full-on mountains, the Tarlands have some of the most perplexing formations on Planet Alniria. The hardened tar appears to grow from the ground in some areas, making strange, unnatural-looking spires and arcs form out of the ground. The place is inhabited by odd looking fish who solely consume oil and tar as food. The tar that hasn't fully solidified yet seems as though it were moving on it's own.

Rivermide: A beige wooden City floating on the surface of the freshwater section of the Sea. Anthropomorphic and feral Sea-Owls, Sea-Eagles, Hawks, Dragons, Snakes, Griffins, and many other air-breathing creatures live in this City. As for their water-breathing counterparts who live under the Sea, they are directly underneath their City in a separate community interconnected to the City above them. Deep cut-outs are made in the ground of their City in order to involve the active inhabitants of the Sea with each segment of Rivermide. There are City Squares, shops, Sea-ship docking stations, housing districts, restaurants, and Gaurd Patrol Centers for enforcing the law.

Galaposs Castle: An exotic castle floating deep within the Ocean. The structure is entirely filled with water, allowing water-breathing Alnirian's to swim through freely. There are 17 floors to the castle, each massive in volume. There are diners, kitchens, living rooms, ballrooms, dungeons, community areas, a Judicial room, and many other places of interest. Many public species of the Sea like to come there for feasts, civilized parties, and meetings. The Royal leaders of the castle establish entertainment events for their visitors at specific scheduled times.

Sink-Sky Village: An underwater Village at the bottom of the Ocean made of sunken alien spaceships. The inoperative spacecrafts were rebooted by the Alnirians, and the electricity repurposed to power many functions of the Village, such as scanners, matter generators, food generators, forcefields, and drilling devices. Although most of the technology isn't as good as their own, there are some aspects that are much needed, such as the food generators.

Grand Currents: The Grand Currents are a series of massive currents inside of Planet Alniria's Oceans. They are used by the Alnirians like an undersea road, to get from one point of the Planet, to another. The currents go at speeds of 125 MPH, but with the added speed of any Alnirian, they can go a bit more than twice that amount while traveling inside the current. If An Alnirian uses a vehicle, it can go several times faster.

Hydrocolossus: A tree so incredibly massive that it's roots can be seen crossing different oceans. Underwater Cities cover all over the tree. It takes in so much water from the Ocean seafloor, that some may rarely rise above the surface of the Ocean, which is more than 45 Miles high. Each Hydrocolossus has multiple small villages imbedded within it's branches, peaks, roots, and trunk. The leaves at the top are whale-sized, and are used as nesting grounds for large birds. The several giant fruit it contains are inedible, but also take centuries to rot and fall. Which is why some are repurposed into small houses hanging from the tree.

Frost-Fire Core: The center core of Planet Alniria. The core is made of unusual elements that sustain both heat and cold simultaneously. The fire and ice can suddenly shift temperatures, changing what should be severe burns into critical frostbites, and likewise. The strange reactions inside the core are perfect for running power-plants, which are established in many areas of the core. The gathered electricity is stored in waterproof/shockproof/heatproof canisters, and then shipped to Castles, Cities, Towns, and villages. One canister can give several castles power for Years. Other areas of the core are hidden homes to Fire, Frost, and Electric Elementals.

Mystical Grandeur Sea-Covens: An uncommonly flat terrain at the bottom of the Seafloor. It's located in the middle of 4 different intersecting Oceans of water. It's an area covered in magic symbols and protective runes to keep away any interference while mystic arts users practice magic. There are 4 pillars, one on each section where there are different Oceans. Each pillar draws out a magical essence from each body of water, allowing mystic practitioners to learn different types of Sea-magic with greater convenience.

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Moons:

Jelform: [Inhabited] 20,738 Miles in diameter. Ranges 210,172 Miles away from Planet Alniria. Planet Alniria has a very unique Moon. The entire celestial body is really a gigantic segment of a massive blue jellyfish, which is still alive. The creature can't escape from the Planet's orbit, so it just floats around, orbiting the Planet Alniria. It's from a comet that long ago gave life to Alniria, and was much larger than the Planet itself. The being was left behind to orbit the Planet for billions of Years. Jelform has taken on a round appearance, due to it's own sizable mass collapsing into itself. There are lakes from leftover water on Jelform, which contain extremely small jellyfish of the same species.

Zigast: [Inhabited] 42,121 Miles in diameter. Ranges 238,664 Miles away from Planet Alniria. It's a Moon with a vivid red and purple mix of land and water. Most of the land is red, while all water appears purple. There is almost no life on Planet Zigast, save for the rare site of a few small fish, little plant-life, and some predators.

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15th: Zenthim: (The Super-Magic Planet) [Inhabited] 3,777,999.7 Miles in diameter.

Day: 28 Hours, Night: 35 Hours

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Description: Planet Zenthim is a world dominated and composed almost entirely of magic, mystic arts, archaic practices, sorcery, etc. Practically every plant, rock, part of nature, element, life-form, anomaly, and instance, is that of a mystical/magical origin or presence. The 3,305 Seas are commonly breathable, and sometimes sentient with minds of their own. This also goes for lakes and rivers. There are 3,372 Continents, and 210 of them float in the air above ground. There are many smaller sky islands scattered above both the floating continents, and the grounded ones. The smaller ones are usually located at much higher altitudes than the rest.

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Planet Zenthim's clouds are often unique in their own individual ways. Some are able to execute visual signs or omens of what will happen on the Day they're in. Others can be clouds with magical properties allowing them to be walked on. Some clouds can even be alive, whereas speech can be possible. Weather can be random or fickle at times. One may expect unusual objects to fall from the sky; Random examples, such as silver nuggets, tiny glowing flowers, random mixtures of seeds, sugar crystals, eyes, blood, dirt, semi-precious gems, water, molecular ice sculptures, warm snow, holy hail, and invisible water.

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Underground, there are a series of massive spaces and caverns. If the ground is too thin underneath the hollow surface, then the ground will still hold up, due to the magic within the Planet's soil. Caves are illuminated by random formations of glowing rocks and crystals. Sometimes the inside of the caves can mimic one's voice if there's an echo, repeating what they say in different tones or patterns. Civilizations dating back to ancient times can be found still living underground, usually practicing forbidden magic. Spirits, undead, and Mimics are commonly seen in those parts where it's darkest. Elementals might inhabit the parts where light may leak in.

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Do not anger nature. The Planet Zenthim doesn't allow one to litter or cause harm to it's environments without consequence. Nature helps and serves whoever treats it well, and will do the opposite to whoever treats it obscenely. The Planet Zenthim is more than just sentient, but also extraordinarily intelligent. Planet Zenthim's Spirit takes the form of any living creature, and can literally travel around itself in order to get the feeling of what it's like to be one of it's own inhabitants. It can float, fly, teleport, and phase through matter as long as it's within it's own magnetic orbital range.

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Various beaches have seemingly random magical affects. Some beach sand will allow any seed to be planted, and will help it grow efficiently. Other mere examples of magical effects from beaches are; Sand becoming sentient, temporarily changing ones skin/scale/fur color, sudden youthfulness, aphrodisiac effects, randomly generated giant sand castles or objects, etc. In water, there can be other surfaces in different directions. In other words, gravity can be different underwater. One could be swimming down, then emerge from an upside-down surface. Large bubbles will sometimes float randomly in the middle of the water, not bothering to float in a specified gravitational direction.

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It's not uncommon on Planet Zenthim for rocks or boulders to talk to others telepathically. This includes plants, bodies of water, magical artifacts, bugs, spiders, Elementals, and generally non-verbal creatures. It's hard to predict what kind of magical phenomenon might occur on Planet Zenthim, since magic can be so unpredictable there. Most have to expect the unexpected. Forests, mountains, and deserts can also be very unpredictable with their naturally occurring magic. Cacti in deserts will sometimes light on fire like torches during the Nighttime, in order to guide travelers to safety or water. Mountains and Forests can help or hinder, just like most environments. Examples such as; Traveling in endless loops down a mountain or through the woods, which renders unlikeable travelers lost forever. OR! The trees or rocks themselves might help by giving advice, or baring fruit immediately whenever the weary travelers get hungry.

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The inhabitants of Planet Zenthim are magic, so they can willingly change between several different forms of themselves, which are feral, anthro, and semi-anthro. Zenthim consist of various different species; Dragons, Wyverns, Kobolds, Gryphons, Reverse Gryphons, Hybrids of any creature, Pegasi, Unicorns, Spirits, Vampires, Werewolves, Angels (Furry/Scalie), Demons (Furry/Scalie), Succubi/Incubi (Furry/Scalie), Mermaids (Furry/Scalie), Sea Serpents, Chimeras, Manticores, Phoenixes, Phoenixes (Alternate Element), Kitsunes, Slimes, Goblins (Furry/Scalie), Giants (Furry/Scalie), Frost Giants (Furry/Scalie), Orcs (Furry/Scalie), Monsters, Harpies (Furry/Scalie), Aquatic Fish-Tailed Quadrupeds, Genies (Furry/Scalie), Underworld Creatures, Foxes, Cats, Big cats, Wolves, Dogs, Snakes, Reptiles, Hyenas, Caprines, Equines, Bovines, Cervines, Amphibians, Avians, Eagles, Owls, Otters, Raccoons, Ferrets, Skunks, Weasels, Opossums, Shape-Shifters, and Black Bears.

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History: Planet Zenthim's History contains countless wars throughout the ages. Some fought for greed and-or vengeance, while others fought for freedom and-or peace. Some kingdoms are still at war over matters they can't help, due to leftover issues from past wars, while other civilizations have established lives of peace and prosperity. Long ago, almost everyone fought each other, almost to the point of wiping out their entire population. A king and his knights had discovered a reason behind this. There was a Demonic entity named Yardemal, summoned literally by Wrath herself, which plagued the world with war and violence. It took many Years, but the King and all of his people found a way to kill the summoned Demon, vanquishing it from their world forever. After the demon's vanquishment, things had reverted back to the way they should've been: Peaceful. Those still at war want nothing more than to have peace, but still know that the only way to resolve their problems is to keep fighting.

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Community/Culture:

Most inhabitants of Planet Zenthim are not very scientific. Everything revolves around magic, so it's hard to come up with inventions that magic can't already outdo. Due to this, Many "Zenthites" as they're called, have no perceptional grasp of other Planet's machinery or technology. Yet Zenthites are still extremely useful in communities that are unfamiliar with magical practices, and thus begin to outdo them in various ways by using magic. Most inhabitants of Zenthim will put up arms against anyone who lands on their Planet by Spacecraft. Many communities have large bars, festivals, contests, wizards, rideable mounts for transport, carriages, and many other medieval-like traditions. Libraries, dungeons, and professional wizards are the best sources of magical information. Approximately an 8th of Planet Zenthim's population doesn't know how to read, although 100% of everybody knows magic.

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Currency: The currency among the majority of most kingdoms on Planet Zenthim is that of a magical type of coin. They're called Lightros; Seemingly ordinary coins imbued with a magic that allows however many of them to be stored in spaces of any size. The coins can do this by turning into gold, silver, or copper colored lights which contain no weight whatsoever. There are two different types of coins for each element, both holding separate value.

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Light-Gold Lightros (1 Gold=100 Silver): 1 Gold | 10 Gold (Quicklights).

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Light-Silver Lightros (1 Silver=100 Copper): 1 Silver | 10 Silver (Quicklights).

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Light-Copper Lightros: 1 Copper | 10 Copper (Quicklights).

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Examples of Plant Life:

Antagulips: Tulips that usually stay in hoards. They are flowers, but are considered pesky weeds among most communities for their provocative speech and vile insults. They have no faces, but can somehow convey their body language as they're speaking, by making simple gesturing movements. They say the worst things imaginable to others, and are rude no matter what you say to them. Their life-forces can be prolonged by feeding off of fire, anger, or magic.

Laffodills: Daffodils that are capable of telling jokes that're humorous and-or cheerful to the individual(s) they're talking to. They somehow know what will make an individual laugh, and tell the jokes accordingly. They can be crossbred with Antagulips to make a very unique hybrid.

Opabanes: Flowers with 4 razor sharp crescent-shaped petals that cut through ONLY rocks and hard metals. When exposed to a full Moon's light, the petals begin to spin rapidly like a blender. If used correctly, they make for ideal weapon sharpeners.

Arcaiah Tree: A thick oak-like tree with a dark brown trunk, and a mix of barely luminescent green and blue leaves. The tree has strong magical properties which allows it to upgrade whatever object touches it. The object's intended use becomes even greater upon physical contact with the Arcaiah Tree. If there is no particular use for the object, then the upgrade is randomized. The Arcaiah Tree can upgrade twice per Week, per object. A fallen branch from the Arcaiah Tree has the same effects. It doesn't require water to grow, but instead needs objects to upgrade in order to live.

Teleflora: A flower with a light-blue round center, and 9 silvery petals. It can teleport between different surfaces, such as water, soil, walls, concrete, sand, trees, rocks, etc. It releases telepathic signals which can alert other flowers of the same species to move away from incoming danger. They grow abundantly, and are considered a significant ingredient in teleportation potions, and telepathy potions.

Soothing Oak: A plant with the opposite effects of poison oak. It grows abundantly near trees with similarities to oaks, redwoods, and birches. Instead of forming rashes or bumps, the Soothing Oak immensely relaxes nerves while purifying any unnatural substance within skin, hair, fur, or scales. It's also a phenomenal antihistamine for most mammals and otherwise.

Hive Bark: A tall reddish-brown tree that grows up to 100 ft high. It naturally forms empty hexagons as it grows, allowing bees or wasps to inhabit the surface. The inside of the tree lets off a pheromone to bees, which in turn attracts them into making hives inside. As a result, a substance mixed between edible tree sap and honey is formed into a hardened material similar to candy. The tree is completely fireproof, and has excellent thermal insulation which is ideal for bees.

Necromanths: A black and brown flower with messy petals surrounding the exterior. The center is red, but doesn't give off pollen. It grows in parts of the ground where there's blood and oil. If it's roots burrow deep enough to reach a corpse, then it will fully revive and replenish the body while wrapping around it, and pulling it up to the surface.

Mystic Mirror Fungus: A flat and reflective mushroom that grows wide over the ground. Looking into it's surface will reveal the locations of your wants and desires. It grows in forests, jungles, swamps, lake shores, and sometimes caves.

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Examples of Places:

Parallel Colosseum(s): A colosseum which somehow takes place in 5 places at once; In the sky above the clouds, below the ground in a cavern of waterfalls, in the woods, the desert, and the icy snow-lands. Spacial magic connects the 5 areas together, despite being completely separate from one another. The place is huge, so it can handle the tens of thousands of individuals who come to watch or compete in fights and competitions. The place(s) magic is powered by an infinitely powerful ancient stone which cannot be removed from the center of the colosseum grounds.

Yardemal's (Abandoned) Castle: A black crystalline castle which was grown by a powerful arc-demon named Yardemal. It takes up a quarter of a Mile in diameter, and is 1,250 ft high. Windows, hallways, archways, rooms, dungeons, and a throne room are each grown from durable black crystals. Dark creatures, monsters, and demons still inhabit the structures, creeping among the hallways and stalking whoever dares enter the sanctum.

Land of Fireless Fire: A land where fire permeates the ground, but doesn't burn anything. Although it sounds contradictory and rather oxymoronic, it's actually composed of fire that heals those who step into it. The fire can spread to anybody or anything flammable, but not burn it in the process. Elementals of all kinds especially love to hang around in this area. In many parts, there are hot springs and geysers powered by the fire. It is a place of rest for many weary warriors and tired travelers.

Frenzied Woods: Taking up approximately 35 Miles, the Frenzied Woods are a dangerous place to venture into. The trees are constantly blown in random interchanging directions every 3-7 seconds. The strong winds bend them back, and also push travelers in various directions. In the center of the woods, there's a safe spot where it's purely silent. It's an opening of trees where summoning rituals are kicked into overdrive, increasing summoning magic's power and effectiveness by tenfold.

Calzar City: A moderately sized, moderately wealthy City, moderately populated with moderately wealthy individuals. The buildings are typically made of stone, wood, granite, and other moderate materials. Magic is a moderately active occurrence in Calzar City, usually among merchants and sellers who offer items of mystical origin. Although the City may appear to exude normalcy, it has it's quirks during the Nighttime. Wandering spirits tag along with cults full of dark sorcerers during Midnight hours. Together they conjure monsters of the Night which become subservient to their wills.

Viewets: A land of distorted physics. The foundation changes every 7 hours due to the pure magical environments. The sky doesn't match the rest of the world, and it may appear unfathomable to the mortal eyes. Any looted or discovered magic items can be bizarre or extremely unique, due to the same distortion of physics which wrack the land.

Findagia: A rich and wealthy land full of peaceful folks who lend help to travelers, and offer plenty of hospitality. There are usually extra rooms for rent, and always food to spare for visitors from far-out. Their buildings are often better than most architecture you'd see in other nearby Cities. They're fancy, well-made, sturdy, and traditionally built from blueprints originating from ancient times. A secret organization hides in the City of Findagia, one which communicates with other Planets. They surreptitiously trade cargo with other worlds, despite a galactic embargo which took place hundreds of Years ago. Each building's larger on the inside than on the outside, due to magic.

WilderNine: A strange land mixed disproportionately with nature and built-in civilization. Many of the buildings have trees growing from their walls, as giant bird's nests rest atop ancient stone skyscrapers. Tall lush wild grass grows from the middle of cobblestone walkways, as nobody seems to care that it slightly obstructs their walking space. Houses are crowded with wildlife, as though jungles inhabit each room. The formalities and standards of hunting and commercialism collide together within the societies of WilderNine, adding a rather unique trait to the communities of the district.

Magic Portal Station 19538-G7: One of many portal stations set up from around the Planet Zenthim. It allows one to instantly transfer from one area to another by walking through the portal, each with their appropriate areas labeled on top of them. Each arched 100 ft in diameter portal is made from magic, mystical stones, mystical incantations, ancient runes, alchemic ritualistic items, and a magic element called stardust. Portal sizes are a default of 100 ft in diameter, but can be magically adjusted to become twice the size, or half. There's plenty of room made for the sake of these adjustments.

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Moons:

Hycro: [Inhabited] 8,822.4 Miles in diameter. Ranges 212,350 Miles away from Planet Zenthim. A dark blue moon which lets off a blue glow at Night hours. It's a sanctuary world for creatures of water and ice. Icebergs float around the freezing seas, inhabited by Ice Dragons, Frost Phoenixes, Penguin-Gryphons, Frost Foxes, Giant Ice Crabs, and Waterfrost Snakes. The seas are inhabited by Sea Dragons, fish, Amphibious Ice-Sharks, Sea-Frogs, Aquatic Pegasi, Sea Turtles, and Frost Jellyfish. Mammals and non-aquatic creatures have ice-breath.

Orvex: [Uninhabited] 8,283.7 Miles in diameter. Ranges 200,364 Miles away from Planet Zenthim. One of the most dangerous Moons in the Marvelir System. Orvex is covered in mostly oil, tar, lava, fire, smoke, fossils, and sulfuric acid. Those foolish enough to attempt flight by spacecraft within it's atmosphere end up crashing after being burned and suffocated alive simultaneously.

Sepnoc: [Inhabited] 7,925.6 Miles in diameter. Ranges 189,937 Miles away from Planet Zenthim. Sepnoc is a purple glowing Moon of illusion. It will often take the false form of other Planets and Moons within the Marvelir System. It only appears this way, and doesn't shape-shift. Sometimes it'll seemingly disappear altogether. It presents a smooth land covered in fog, which is inhabited by illusory amphibian creatures who mentally probe visitors, and attempt at invading their minds. They're also cannibalistic if their starvation comes to a certain point. Other than the dark and flat smooth lands, mountains and caves can also be found on Sepnoc, containing various different species of the same creatures. Rocks and plants on Sepnoc continuously change into random colors, due to its illusory properties.

Rezeo: [Uninhabited] 8,363.5 Miles in diameter. Ranges 196,865 Miles away from Planet Zenthim. Rezeo is an illuminant grey Moon that doesn't allow visitors to go past it's atmosphere. If one is to travel into Rezeo's atmosphere, they will end up instantly reappearing from the opposite side, much like a portal. Rezeo is a good shortcut when trying to reach Planet Zenthim by spacecraft.

Arnon: [Inhabited] 7,777.7 Miles in diameter. Ranges 121,777 Miles away from Planet Zenthim. A Moon of great beauty and splendor. It's distant pattern looks like that of a crystalline structure of grey and white. It's civilized inhabitants are blessed with perfect weather, abundance in food/water, exclusive trades with the Marvelir Galactic Trading Communities, extremely useful materials, and immensely good fortune in all communities. The inhabitants consist of quadrupedal and anthropoid forms of Avians, Dragons, Fish, Bats, Frogs, Mice, Rats, Cats, Small Snakes, Bovines, Equines, and Cervine Creatures.

Bovule: [Inhabited] 9,835.3 Miles in diameter. Ranges 247,984 Miles away from Planet Zenthim. It's a green Moon chock-full of edible nature. The trees, grass, roots, rocks, dirt, and every life-form there is edible, wether eaten raw, or cooked. Bovule over-flourishes to the brim with ideal natural cooking ingredients, along with life-forms who produce milks, honey, cheeses, fruits, vegetables, and other things that are unheard of, yet healthy and edible.

Carthms: [Inhabited] 10,037 Miles in diameter. Ranges 275,208 Miles away from Planet Zenthim. A yellow white-striped Moon with various mind-altering chemicals beneath it's atmosphere. The chemicals alter one's psyche into feeling remorse, and causes one to feel empathy for others, despite how apathetic one might be. The Moon's inhabitants are each non-predatorial, and have replaced their diets with healthy alternatives. Examples of the inhabitants consist of Cervines, Equines, Dragons, Wolves, Pantherines, Snakes, Sharks, Avians, Fish, Sergals, Reptiles, Foxes, and Caprines.

Drekin: [Inhabited] 25,721 Miles in diameter. Ranges 158,641 Miles away from Planet Zenthim. A Black Moon with bright glowing vivid blue rings around it. It's spotted with blue lakes of lava that're inhabited by Fiery Elemental Dragons. Drektites might appear intimidating at first, but the inhabitants are quite friendly. Few sapient communities even exist, although whatever entity one may find elsewhere on the world is also likely a docile creature. The inhabitants consist of Fire Elemental Bats, Fire Elemental Dragons, Blue Fire Phoenixes, Fire Snakes, Light Elementals, Light-Dragons, Elemental Fire Foxes, Fire Elemental Wolves, Light-Wolves, etc.

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16th: Ther: (The Mediocre Planet) [Inhabited] 8,155 Miles in diameter.

Days: 25 Hours, Nights: 25 Hours

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Description: A promisingly normal Planet with no magic, monsters, or outlandish hybrids. The creatures are just normal anthropomorphic Furs and Scalies, along with some lesser creatures who may sometimes be pets to the anthropoids. There are of course, trees, mountains, hills, plains, moderately hot Deserts, moderately cold Snowy Wastelands, Oceans, Beaches, Caves, Rivers, Lakes, Forests, Barns, Farms, Cities, Towns, Villages, public areas and parks, etc. Their technology is adequate enough, and sometimes advanced. Their spaceships can only reach the one Moon they have. While there is no specific magic of any kind, Planet Ther is a world filled with potent amounts of anti-magic. Each inhabitant and life-form is naturally brimming with anti-magic, although they're completely unaware of this. This phenomenon prevents any sort of mystical occurrence from happening in their world.

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Ecosystems are stable, and most inhabitants are omnivorous. There are 7 Oceans, and 8 Continents. Anthropomorphic species consist of Canines, Wolves, Mutts, Dogs, Foxes, Otters, Ferrets, Raccoons, Felines, Cats, Big Cats, Hyenas, Reptiles, Snakes, Lizards, Salamanders, Skunks, Hawks, Eagles, Equines, Horses, Caprines, Goats, Bovines, Bulls, Weasels, Bats, and Coyotes. Feral species (4-legged or wild animals) consist of Canines, Felines, Equines, Bovines, Avians, Caprines, Cervines, Mustelids, Skunks, Reptiles, and Snakes.

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History: Planet Ther's history is not much about war or peace like other Planets. Instead it regularly consists of trading histories, and the legal movements of Day-to-Day societies. Small laws were developed long ago when folks started evolving into a more sophisticated planetary species, then made their way up to more developed and advanced legalities. Wars rarely occurred within a range of 5,000 Years for each Era. In other words, most of Planet Ther's history is not very special or eventful.

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Community/Culture:

Most of Planet Ther's population knows about the tons of life waiting on other Planets throughout the Marvelir System. They just can't figure out why others from those worlds aren't coming to visit them. Normally, they are driven to find out why, but to no avail. Most Furs and Scalies have an education, go to school, grow up to get a job and make money, or sometimes otherwise. Anything that's irregular has an effect on society, usually causing them to become very interested. For instance, if the world's first hybrid between two completely different species came into being, not only would that be a huge feat, there would also be all forms of media giving word all over the Planet. This is why other worlds are forbidden from visiting Planet Ther, in fear that it may stir up a panic with their unusual appearances, strange phenomena, and incredibly advanced technology.

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Homes, houses, and architecture are usually well-made, serving as ideal homes at reasonable prices. Advertising, commercialism, companies, and free enterprise is also a prevalent instance in all or most areas of the Planet. Crime is moderately low, along with domestic violence, public violence, and whatever instability there may be in the economy. Marriage doesn't exist, and love is always between one male, and one female. Homosexuality is unheard of, as well as lesbianism, hermaphrodites, asexuality, and any sexuality/gender other than the standard heterosexual orientation. Clothing is seemingly normal. Of course there are various types and styles, but more often they are just regular clothes. Farms make produce to sell to food industries, as well as plantations and agricultural areas.

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Currency: Each bill is made from a type of tree, woven together with certain types of plants that make up most of their world's fabrics. The bills are just called bills, and their colors come in combinations of brown and blue.

Blue and Brown Bills: $1, $2, $3, $5, $10, $20, $25, $50, $75, $100, $1,000.

Silver and Iron Coins: $1, 75¢, 50¢, 25¢, 10¢, 5¢, 2¢.

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Examples of Plant Life:

Cotton-heads: A tall yellow-petaled flower with cotton building up in the center. It's harvested by machines in agricultural areas to make clothes, money, and other items.

Big Indigos: A large indigo-colored flower that lives out in the wild, much resembling a Morning Glory. Some are planted in industrial areas, then shipped off to buyers.

Nyka: A tree which usually occurs on beaches and lakeshores. It's leaves are long like a palm tree, but arc up instead of down. The leaves are held up by several thick dividing branches. They bare blue football-shaped fruits called Nyka Fruits, which have tangy sour flavors.

Cedar Trunk: A normal tree that's most often used for firewood, and makes up many forests.

Taurbean Stalk: A black bean with the properties to sufficiently boost energy in most creatures. It's used whenever someone needs an extra bit of energy. However, it's side-effects consist of slightly long-term energy-loss and insomnia. It should only be used if absolutely needed.

Citree: A naturally occurring tree with a variety of different citrus fruits growing from it's branches; Oranges, Lemons, Limes, Grapefruits, Tangerines, etc.

Hydro Plates: A green dish-shaped plant which grows from underneath the water and surfaces above, sprouting into a round floating platform for frogs, insects, and other aquatic pond/lake creatures. It's similar to a lily pad, but has much greater flotation and stability.

Volcano Pepper: A long boomerang-shaped red-orange fruit with an incredibly spicy taste. It grows in humid tropical environments, and can help treat colds.

Fruiget Bush: A green bush containing round edible yellow berries. The root of the bush is also edible, and somewhat resembles a grey turnip. The root is bittersweet, but has great taste when cooked properly.

Crystal Pollen Flower: A big blue sunflower with a sticky wet substance inside of it. The substance mixes with the nectar and crystallizes into a type of blue sugar which can be harvested and sold into the market.

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Moons:

Belu: [Uninhabited] 2,038 Miles in diameter. Ranges 249,897 Miles away from Planet Ther. It's a pale blue Moon with at least 7 noticeable craters. It's lakes are made of liquid nitrogen, liquid methane, and mostly water. It shines beautifully over the Planet Ther, providing a soft yet brilliant blue light during Night hours.

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17th:Trigen: [Inhabited] (The Genetic Mystery Planet) 330,473 Miles in Diameter.

Days: 30 Hours, Nights: 30 Hours,

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Description:

Planet Trigen is a combination of Planetary DNA between all existing Planets in the Marvelir System. All inhabitants are naturally born with 3 random Planetary genetic traits. For example; A Fox is born. The creature is given a particularly random 3/3rd mix of RueHarkian genes, Harlian genes, and Zhokian genes. That would give the Fox dark patches of fur, mild telekinesis, superior survival skills, and a naturally releasing pheromonal aphrodisiac. This is however, just an example of various other random instances. Some are even born with a rare trait which originates from Light Dragons.

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The inhabitants of Planet Trigen are called "Trigenites". 1/3rd of all Trigenites are born with 3 eyes. Their form of reproduction is unique, considering it takes 2 Trigenite Males, and 1 Female to conceive offspring, or the other way around (Both females would have to be together with the male in order to be fertile. This is triggered by biological instinct). Despite species or genetics, Trigenites are 67% likely to give birth to eggs, rather than giving birth the ordinary mammalian way. The other 33% simply goes into regular labor, without the involvement of eggs. The average lifespan of a Trigenite is roughly 30,000 Years old. The maximum lifespan for Trigenite's is approximately 33,000 Years old. It's common for Trigenites to be born with up to 3 tails, but it's usually 1 or 2.

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The Planet Trigen has 3 extremely large continents throughout it's expansive Oceans. They each have their own cultures, histories, and establishments. The name of each continent is Spera, Uvolis, and Troulia. Each continent is connected by a series of large metal bridges, along with a few sailing routes, and several flight routes. Earthquakes never happen on Planet Trigen, which makes building home-related structures less worrisome. There are many types of Wildernesses, such as Jungles, Rainforests, Forests, Plains, Savannas, Rocky Mountains, Deserts, Snowy Mountains, Snowy Wastelands, Islands, Sky Islands, Oceans, Large Lakes, Swamps, Subterranean Lands, Mixed Terrains, and others.

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Each Trigenite is gifted with 3 random types of magic from any of the 16 other Planets in the Marvelir System. The 3 combinations of magic are completely random. There are various different species among Planet Trigen, each having feral, anthro, and semi-anthro forms; Canines, Wolves, Foxes, Fennecs, Otters, Felines, Cats, Big Cats, Saber-Toothed Cats, Cervines, Deer, Caprines, Equines, Bovines, Reptiles, Snakes, Bears, Raccoons, Avians, Predatorial Birds, Skunks, Ferrets, Weasels, Opossums, Kobolds, Dragons, Gryphons, Chimeras, Manticores, Hybrids, Sharks, Fish-Tailed Creatures, Monsters, Sergals, Fossas, Slimes, Elementals, Phoenixes, Reverse Gryphons, Bats, Aardwolves, Hyenas, Badgers, Shoats, Succubi/Incubi (Furry/Scalie), and Salamanders.

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Cities, Towns, and Villages exist among the general population. For most natural areas, strange formations in the land may occur. Icebergs have been known by inhabitants to float above the surfaces of the water, alongside other icebergs in the same areas. Tall cacti can sometimes arc back down into the ground. Some Forests can be seen upside-down underneath strangely shaped mountain-sides. Lakes and rivers can occasionally have gravity-defying water.

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History: Planet Trigen was formed by various molten pieces of the Marvelir System, which made it into a genetic combination of every Planet native to the Marvelir System. Once everything went into place, life began to take form. Eventually, so did magic and civilization. Creatures began to gain 16 different sets of magic, not fully understanding what it was. Although, once billions of Years went by, most inhabitants understood what each of the random powers were, but didn't know they'd came from the essence of other Planets. Until then, pure chaos had ensued their civilizations. For those billions of Years, Trigenites we're afraid of their own power, and especially one another's. All 3 continents waged war against each other, because of the various different ways they used their magic. It took a very long time, but they eventually came to moderately peaceful terms as a world. Peace and acceptance was overall restored among the 3 continents.

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Community/Culture:

Trigenites are an amazing Planetary race. Their potential to change for the better good is unfathomable. Despite having a chaotic history, Trigenites have achieved a somewhat peaceful world. The continent known as Spera is inhabited by free magic users who do whatever they please with their magic. The crime rate is a bit higher as a result, but most feel less restricted by governmental control. Uuvolis is a continent controlled by multiple rules, laws, and regulations regarding magic. It's hard to execute a single spell without being looked down on. Most inhabitants are afraid to use magic, in fear that they may become imprisoned. The crime rate is nonexistent as a result.

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Troulia is a continent of individuals completely obsessed with magic. Everything there is excessively bent on sorcery, mystic arts, magic, and other similar aspects. The crime rate there is moderately low, due to the fact that most individuals wouldn't want to start a dangerous magic battle. And clairvoyancy magic usually detects when someone is committing a crime, which renders illegal activities very difficult. It's the one continent that has achieved the highest form of magic, and without causing issues.

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Both food and clothing are often colorful, unique, fancy, or bizarre. This is how it is, no matter which area of Planet Trigen one may travel to. Styles of attire and apparel consist of oddly-shaped hats, symmetrically-patterned magic robes and overcoats, uncut jewelry and magic stones, real skulls, horns, or bones worn as helmets, armor, or jewelry. There are also tunics, transformable clothing, weightless clothes, and popular hooded robes imbued with countless enchantments. All foods are seemingly odd and unpredictable to outworlders. There are unusually foods like snail eggs, living magic puddings, stardust cakes, roasted Phoenixes, Gow cheeses, Phoenix egg omelettes, Gryphon egg omelettes, Dragon egg omelettes, etc.

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Most inhabitants who've given birth to one-too-many eggs will sell their extra unfertilized eggs, so the eggs can be eaten by those who are unfortunate enough to be left hungry. And since there's a 67% chance of laying eggs for each birth on Planet Trigen, there's no shortage of meals for the hungry. Those on Planet Trigen are more laid-back about the concept of donating unneeded eggs to those who need to eat. Most of the time, it doesn't really phase Trigenites. To them, it's culturally like if a Human were to eat chicken or fish.

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Trigenite architecture is composed of mixed styles from many different histories, pasts, and cultures of their world. The unique communities stick together, creating very unique Cities, Towns, and Villages. If a situation is to ever befall any one of their communities, each inhabitant works together using their own individual set of abilities and magical powers, ones which randomly come from the essence of other Planets in their solar system.

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Currency:

Bicleft: A durable reinforced steel/titanium coin with a small, but noticeable cleft put intentionally halfway down the center. Value is labeled in numbers on each coin, while the concentration of steel and titanium matches the value in accordance to those numbers. 1 C, 2 C, 5 C, 10 C, 20 C, 25 C, 50 C, 100 C.

Tricleft: Made of the same material as Biclefts, except they have larger concentrations of the same material, and are pyramid-shaped. The small pyramids have a slight cleft coming from the bottom. 3 C, 6 C, 15 C, 30 C, 60 C, 75 C, 150 C, 300 C.

Monocleft: A thin and tiny cylindrically-shaped currency. It's the same material as the last two, but in lower concentrations: .01 C, .02 C, .05 C, .10 C, .15 C, .25 C, .3 C, .5 C, .75 C, .9 C.

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Examples of Plants:

Tri-Heads: A plant with 3 stems, each connecting to a different random flower from a random different Planet in the Marvelir System.

Planetary Hybrid Tree: A tree with various different random branches and barks from different random Planets of the Marvelir System.

Halo Bud: A flower that starts as a bud with a small golden glowing halo 2 inches above it. When the bud blooms into a flower with 10 white heart-shaped petals, the halo expands with the width of the flower. The center is yellow, and the halo projects a light which reveals unseen entities.

Upmoss: A moss with a weight so light, it hangs upside-up on any surface it grows from. It's made into a type of fabric or rope that can serve multiple purposes. If eaten in large quantities, the moss can reduce weight temporarily, but slightly causes some discomfort in the stomach.

Cryofunguli: An icy blue fungus which grows simultaneously with ice crystals. The ice crystals start to glow because of the fungus, and both become fused together into a single growth, ultimately becoming a mushroom-shaped crystal with spikes of ice crystals protruding from the top and bottom.

Kleptomanianth: An omnivorous flower known for it's kleptomaniacal nature. It takes metals and minerals from underground by using it's roots, then incorporates the underground materials into it's leaves and petals. The petals work as teeth whenever prey such as frogs, spiders, scorpions, or insects land on top. Other plants and flowers next to it will have their leaves and petals taken by being absorbed into the Kleptomanianth. Whenever it decides to eat something like a silkworm or a spider, their silk/webbing material is taken and incorporated into the flower's center, covering it with an adhesive substance for the purpose of capturing more prey.

Glowing Opravod: A rapturing beautiful flower with the ability to release a hypnotic sound frequency, along with a strong lingering aphrodisiac. It lures in any creature it can by producing a voice like a female siren. Once it's target is successfully drawn close enough, the flower lets out a frenzy of glowing tentacles from underneath itself. The tendrils extract the target's DNA, then produce a hybrid of the plant and it's capture inside of it's closed bulb.

Viviteal: A teal-colored plant made of 98% water. It has a round bulb at the top, which's also made of water. The teal bulb contains a glowing white orb in the middle. Upon dying of old age, the plant will explode, scattering it's fluid all over each surrounding plant. Then each surrounding plant forms a seed which's a hybridization between themselves and the Viviteal.

Gorgevine: A metallic vine which grows in highly-specific jungle environments. The vines can be removed, and used as whips. They're made of an odd metal called Gorgemetal. Each time the whip cracks against a surface, a large diameter of matter around the impact increases in weight by 15x to 50x, all in half a second.

Semi-Aqua-Leaf: A greenish blue plant with 4 shell-shaped sky-blue petals. It thrives in both aquatic regions and desert regions. They can be found growing from the wet sand at Planet Trigenite's beaches, or next to cacti in the Planet's deserts.

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Examples of Places:

Snow-Gravity Arctics: An arctic region where icebergs not only float above the water's surface, but also float in the sky. Soft ice crystallizes from the permeating ground, then lifts off into the air, as if snowing upside-down. The reversed snow goes past the islands of ice in the sky, which often hold caves and caverns inside. Some are just islands, or roosting spots for flying mystical creatures and Ice Dragons.

Land of Fire-Songs: A massive area filled with fire and intense wind currents. It's unable to spread to other existing regions. Rocks in the ground within these lands of fire have specifically shaped holes. Whenever wind blows through them, a howling shriek is heard throughout the flames. Fire Elementals and Fire-based entities/creatures have made these lands their homes.

Practitioner's Center of Magic and Technology: An enormous castle and tower equipped with labs and mystical training rooms. It looks like a fusion of both a castle and a modern tower conjoined into one structure. New forms of magic are discovered everyday, and the same goes for technology. They have their own space shuttle, which's powered by magic, and advanced forms of technology.

Hydriopolis: An underwater City located in the middle of the Ocean. It used to be a City ran by the inhabitants of land, but had mysteriously sank long ago. The dilapidated remains were repurposed by aquatic civilians. Now every ancient ruin is a fancy house for each aquatic home-owner. The unusable streets are paved in a rare blue gem used long ago by the ancients who lived there. Each tower, castle, ruin, and structure has magic which allows the insides to be larger in volume than the outside.

Sand-Print Woods: A large desert filled with countless trees. The sands are deep, and the area's covered in a thin fog. Supernatural activity frequently occurs within these sandy woods. Underneath the quick-sinking sands, there are ancient graves which have sank long ago, leaving the place with restless spirits. A paranormal force makes it so nobody can leave footprints in the sand, no matter how hard they try.

Twilight Marsh: A marsh concealed by a series of mountains circulated around it's perimeter. The mountains flow with spring water, which flows down the rivers, and into the marsh. The high mountains prevent too much light from entering into the marsh, hence covering it in a consistent cloak of golden twilight. There's few inhabitants, save for some campers who may spend the Night sleeping in tall trees growing past the muddy waters.

Seasonal Route: A long path filled with forests and nature. It cuts through mountains, has bridges across cliffs, and leads to many Towns, Cities, Villages, Wildlife areas, and regions. It's especially known for having a random quirk about it. The path is somehow constantly changing seasons in random areas of it's location. As someone who treads Seasonal Route, one might find snowy forests surrounding them, then in a few minutes of walking, find themselves seeing a lush spring-like environment filled with flowers and birds.

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Moons:

Abyllo: [Inhabited] 67,720.4 Miles in diameter. Ranges 212,147 Miles away from Planet Trigen. It's an iridescent Moon which shines vividly with various different colors as the time of Night passes. It's dark parts inhabit feral bat-like Wolf creatures who prowl the Night hunting for giant radioactive worms, and Mutant Cervine creatures. The bat-like inhabitants are not affected by any form of radiation, and are constantly blood-starved. The giant worms are the best food-source for them, since they have so much blood.

Qualtz: [Inhabited] 50,224 Miles in diameter. Ranges 255,958 Miles away from Planet Trigen. A radiant sapphire-blue Moon with an ecosystem of trillions of insects and arachnids. The creatures are a lesser species, and are incapable of advanced actions or thoughts. They vary super vastly in different species, and live in tropical areas on islands. Qualtz has mostly oceans, which are filled with incredible amounts of aquatic insects/arachnids.

Sulbura: [Inhabited] 91,462.7 Miles in diameter. Ranges 280,485 Miles away from Planet Trigen. A bright white Moon with several red and pink rings surrounding it's perimeter. It's a dry world of pure snow, never melting from the temperatures of -605 degrees Fahrenheit. The only creatures who live there are frozen-solid in blocks of ice. Amphibious looking horse-like creatures with wide throats and hooves. They are alive and kept well-preserved in the ice, until the next few thousand Years. Then they search around to repopulate and live out their lives, before their species freezes up again.

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Havem-747 Universe (System #2)

Vitaloc Galaxy

Jerabim System (Closest neighbor of Marvelir System)

0: Cordios (Sun/Star) [Inhabited]

121,443,495.12 Miles in Diameter

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Description: A beautiful star which contains Elemental fire-serpents who ride each of Cordios' rising solar flares in order to withstand the excess heat which Cordias radiates. It's a multicolored star, which displays colors of yellow, red, blue, orange, white, and sometimes a bit of green. Cordios has a special attribute; It's light contains properties which make it harmless to look at directly. Looking directly at it feels warm and pleasant, rather than painful. It's even healthy to look at, especially for long periods of time. It's rays ensure that anyone who's exposed to it for at least a Month will never have bad vision. It keeps all 10 of the Jerabim System's Planets in orbit. It's reflection off their Moons creates a satisfying effect which helps all inhabitants of the System sleep during the Night. It's often called "The kindest star in the System".

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History: Countless years ago, when the Jerabim System hadn't entirely formed yet... There were only 5 Planets. Cordios had been approached by Galactic invaders who sought to steal it for themselves. They wanted to harness it's energy to help save their own dying System from far away in another Galaxy. The 5 Planetary races noticed there was something wrong, especially 3 out of 5 of them which were far more advanced. All 3 of the advanced Planets fought against this threat, driving the invaders back after 35 Years of interstellar war. The invaders never came back, but some stayed in the System, thereby effecting a huge chain in the Jerabim System's natural gene pool. Fortunately, the widespread genetic change was mostly positive.

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Examples of Plant Life:

Flara Flora: An insanely giant flower made almost entirely of fire, besides an unknown material keeping it together. It's gradually eaten away by the Elemental Fire Serpents who inhabit Cordios. When looking at Cordios through a telescope, one can sometimes see a few 4-pointed star shapes floating just above the fiery surface. They look like strange sun-spots, but are really massive flowers. They reproduce by releasing spores made of fire, hydrogen, and other unknown elements. The spores fuse into the sun and grow into the Flara Floras.

Charred Fungi: A fungi that grows despite being charred almost to a crisp. It grows as a forest in the center of each Flared Flora, which is why the center of each Flared Flora appears black.

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Examples of Places:

Epicrater Peats: A smoldering forest of ever-burning fungi on top of Cordios' largest Flara Flora. It sits in the center of a large sun-spot, which decelerates the rate in which the fungal forests burn. That's why each tall fungi smolders instead of staying unlit by fire (because other fungal forests have already been depleted of any burnable components). These forests are inedible to the Elemental Fire Serpents, and exist to keep them from eating the entire Flower.

Cordia Light Chambers: A 30,000 Mile area of Cordios' surface, containing multiple interchanging variations of different colors within it's fires. It's where the Elemental Fire Serpents migrate whenever they enter mating season.

~[Planets of Jerabim]~

1st: Virt (The Energy Planet) [Inhabited]

15,842.6 Miles in Diameter

Days: 39 Hours, Nights: 39 Hours

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Description: Planet Virt's atmosphere has a perpetual reaction with both Cordios' heat radiation, and it's own surface, which has large traces of a highly conductive metal imbedded within it's crust and mantle. The Planet spins, creating a charge of electricity between the atmosphere and the surface. This process is amplified by their sun's heat radiation. Each plant and fungus that grows on Planet Virt is electrically charged. Many Virtian plants can give off sparks, lights, small noises, or have electromagnetic properties. This includes various rocks, ores, multiple metals, various crystals, etc. The water on Planet Virt is extremely dangerous for many other Planetary races, unless they're somehow unsusceptible to being electrocuted through the fluent conductivity of water. Speaking of which; Planet Virt has 7 Oceans, and 9 Continents.

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Magnetic materials are mostly deep underground, but can also be found occasionally laying around over the surface in metamorphic forms, or sometimes otherwise. Most creatures and life forms on Planet Virt are ones of an electrical nature, meaning they contain incredible amounts of electricity and electrically-based abilities/powers. Some are made entirely of an organic black material that resists electric currents completely, giving them the upper-hand out in Planet Virt's ecosystems. For life-forms of an electrical origin, they usually feed off of electricity from plants, rocks, and other excessively charged sources. Like most Planets in their Universe, they have their own special Planetary magic. Virtians are capable of a power called alloy-kinesis: A magic power that combines several types of metals next to each other, which they do by using the power of their minds, via Planetary magic. Another magical ability is something they can use through their tails during a storm; It's the ability to absorb lightning-bolts into their tails without fail, and harness the energy through their spines, which in-turn gives them increased mental and physical strength, speed, coordination, and magic potency. They can also walk on certain types of surfaces, despite gravitational orientation.

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The inhabitants of Planet Virt range from many different forms and species. For each existing species, there are anthropomorphic's, quadrupeds, and semi-anthropomorphic's: Birds of Prey and other aviary species, Canines, Wolves, Foxes, Wyverns, Dragons, Sea Monsters, Serpents, Giant Serpents, Aquatic Quadrupeds, Aquatic Sea life, Felines, Cats, Big Cats, Fossas, Deer, Bears, Slimes, Bovines, Equines, Mephitids, Raccoons, Wolverines, Gryphons, Phoenixes, Gryphoenixes, Hybrids, Monsters, Werewolves, Bats, Chimeras, Manticores, Caprines, Lagomorphs, Amphibians, Salamanders, Lizards, Golem-Creatures, and Electromorphs.

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A unique species called Electromorphs, is a species that instantly changes it's size, color, abilities, and species based on the electrical environments it inhabits. It's made out of mostly electricity, and is almost purely an electricity Elemental. They come in various different types and colors. Golem-Creatures are typically Golems, but with varying forms for each environment, and an affinity for electricity like most creatures on Planet Virt. They're usually made of a mixture of magnets, various metals, clay, and bismuth.

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For different regions of the Planet Virt, there are other types of electrically-based creatures and plants. In the Cryolectric Regions, there are creatures and plants with an icy variant of electricity. Their electricity lets off a type of frost magic which freezes matter instantaneously. In the Pyrolectric Desert Regions, there's almost nothing but volcanic deserts, charged by raging volcanic thunderstorms. The cacti in those regions are resistant to electricity and fire, but have needles made of metal which visibly exchange sparks between the spikes. Most creatures there have much more explosive and unstable electrical magic abilities. The Pyrolectric Desert Regions are the most deadly areas on the Planet Virt. There are 3 different types of Virtian Races on Planet Virt: The Pyrovirtians, Cryovirtians, and just Virtians.

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The likelihood of iron meteors striking their Planet is 30% more than others, mainly due to the strong magnetism within their World. Their Planet is rich with illuminant forests, lakes, islands, sky islands, and special types of environments belonging almost solely to their world. There are beaches with metal sand and rocks which float in mid air, keeping fixed in one place. If the rocks are pushed out of the way, they revert back to the same spot and remain in the same position. Earthquakes are impossible since the Planet's magnetic core keeps the plates fixed in one place. However, metal sandstorms are even worse than earthquakes. Fortunately they're uncommon, but still do happen. They're created by unexplained magnetic fluctuations. Places like sky islands never have metal sandstorms, but are almost always prevalent with thunder and lightning. The islands floating up in the clouds never leave their places, even eluding the Planet's rotation.

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Caves on Planet Virt are more commonly discovered, due to the Planet's easily-occurring rock formations. Rain and overcast are the most common weather conditions on Planet Virt. Since it's the closest Planet to their System's star, the light still shines through the thick rainclouds. Day and Night are noticeably distinguishable only because of the constant rainy/cloudy weather.

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History: As racial diversity would have it, Cryovirtians and Pyrovirtians used to be mortal enemies hundreds of Years ago. They're called Pyroverts or Cryoverts for short. Racial slurs used to be derogatory terms, like "Cold Fusions", "Unstables", "Short-Circuits", "Lava Lamps", "Freeze Rays", and "Flash-Freezers". Despite race, the Virtians altogether had eventually become united by one single agreement: Improving energy efficiency! Together, they made peace treaties in exchange for each other's complimentary technology, which improved their entire world's scientific advancements. To some who learn Planet Virt's history, it may sound as if these events transpired quickly, but in reality, the process of becoming agreeable to each other took about 150 Years.

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Racial diversity aside, there used to be many other problems amongst the Virtians. One of those problems was invaders from the other Systems who went about harnessing their Planet's unlimited energy. Thousands of Years ago, one couldn't even gather materials for industrial production without coming across strange alien invaders collecting energy from their Planet's environments, mostly using high-tech extraction devices. Their intrusions were also public, taking place in the middle of Towns, Cities, streets, wildlife, and other environments. These issues didn't stop until their whole Planet became more aware of the nuisance, then eventually decided to develop an organization geared towards regulating and communicating with intruding alien races. They kept a close eye on alien intruders, and monitored everything they did while visiting the Planet. After several decades, the organizations made to keep aliens off of their world, had shut themselves down. The way they accomplished this was by locating another System with several Planets just like theirs, ones which were made of even greater energy sources, then informed the alien visitors of how to reach those locations. The other System was unnamed, and uninhabited, which created a win-win for various groups. After drastically decreasing alien intruders, the organization which was built to do exactly that, became useless... And therefore, it had shut itself down within the span of a Decade.

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Community/Culture: The Virtians are a semi-advanced Planetary race. They have Cities placed in specifically chosen areas, and they're efficient when it comes to environmental concerns. Virtians are commonly protective of their own personal territory's, but are far less aggressive when others share territory with them. Their Military is extremely powerful, especially when using electrical weapons of mass destruction. Most of their Cities and Towns are out in the middle of nowhere, keeping wildlife untouched. Virtians are excellent fighters by nature, so martial arts and advanced combat are a significant matter in society. Each City or Town is usually led by an Emperor, Chief, or King, rather than a Mayor.

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The Cryovertians are commonly more carefree as a race, and have homes made of electrically charged ice. They build unique structures that look like igloos, which go underground into a series of icy hangout areas. There, they have frozen conduits that channel energy into various devices, such as ovens, televisions, gaming systems, more gaming systems, arcades, hot tubs, household devices, etc. They usually stay together in groups, regardless of whether they're family, friends, associates, strangers, or even potential enemies (Hence, their extremely carefree behaviors).

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Pyrovirtians, on the other hand, are defensive, aggressive, controlling, and very territorial (unlike the other 2 races). However, their "cons" are greatly outnumbered by their "pros": Most of them are greatly protective of almost everybody they see, and care a great deal for the well-being of others, albeit aggressively. Their homes are usually made of strong metals, and lava-resistant materials, in order to endure their harsh volcanic environments filled with raging cascades of lightning. They each like to live alone most of the time, and are naturally independent, showing much promise on terms of inventing new technology. Their homes are usually kept floating in mid-air by magnetically concentrated devices attached to the ground. The earthbound devices make sure their houses are high up in the sky, kept above the clouds and away from the constant calamity. There are digital systems inside of their homes which can be controlled manually in order to lower their houses back down onto the surface whenever they need to. Their energy-efficient technology consists of devices like freezers, refrigerated water canisters, seawater filters, freeze rays, and other various insulation devices.

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Castles and towers are made in the plainer regions, where Virtians have neither icy nor fiery attributes. Professional Mages and Warlocks practice a type of mystic art called Plasma Magic. The practice is new to most Virtian inhabitants, and there's much to be learned. Lightning Dragons and Thunder Felkins are the strongest and most heroic species on the Planet Virt. They're admired by multitudes of inhabitants, and are praised with monuments, statues, gifts, food, and sex. Understandably, there are many Virtians who are immensely jealous of the Dragons.

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Currency: Omniwatts: A symmetrically pyramid-shaped object measuring at exactly 25 centimeters on each side. They're extremely powerful, and are capable of holding immeasurable amounts of 3 different types of energy. There's electric energy, atomic energy, and spacial energy. These digital pyramids are wirelessly connected to all others, which means they can distribute their power from one to another right away. They have small glowing conduits running down, showing off a different color on each side (Red, Blue, Yellow). There's a digitally displayed number on each side as well, telling the owner the amount of power they have. Under the small rectangular box with the amount of Omniwatts labeled on it, there's tiny arrows on each side of a black button, which can be used to choose how much currency they're paying.

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Electrical energy is the equivalent of cents.

Atomic energy is the equivalent of dollars.

Spacial energy has the equivalent value of a white diamond. (Spacial energy is harnessed and powered through the fabric of the Universe, but is still extremely difficult to extract)

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Examples of Plant Life:

Orchitz: A flower that comes in a variety of all colors. It's resemblant to an orchid, but has a noticeably glowing stem, and petals that release a small shower of colorful sparks. The multicolored variety of sparks depends on the plant's color scheme. They absorb electricity from underground in order to produce the sparks on top. The pollen can be used to make firecrackers.

Hydrowatt: A type of red moss that harnesses the power and pressure of water, then converts the movement against it into electricity inside itself. It grows only where there's a constant flow of water, or especially underneath/behind a waterfall.

Gyrofruit: A spinning fruit that grows on an electrically-powered stem. The fruit gets more ripe as it spins faster, which eventually causes it to twist off of it's durable stem. It's ripe when blue, edible when red, and green when it's not ready to be picked. The seeds are dangerous, considering they shoot out at 120 MPH once the fruit is opened. The extra ripe ones can be used as explosive weapons, inflicting the most damage due to the extra seeds.

Asherpaw: A dark-gray fungi having somewhat of a paw-shape to it's structure. The fungi is unlike others, and thrives off of volcanic ash or smoke in order to grow. It's only healthy to eat when thoroughly washed, then steamed.

Virtian Rose: A rose which stands as a worldwide symbol for the entire Virtian race. It's petals never touch each other, due to the differences in electrical charges between them.. Yet together they make a beautiful flower composed of red, blue, and yellow petals. The petals float just above the stem by one millimeter, and are fixed in their positions. It's hard to pluck the petals off, due to the indirect unity they have.

Calumert: A small, smooth, white root with yellow-green leaves, sprouting above the ground with a yellow stem. It's a root that vibrates once it's picked. Usually they're put in a sealed jar of lubricants which stops the sound of the vibrations from escaping. ;3

Power Vines: Vines which grow indiscriminately in any random area of the Planet. They only need electricity to feed off of, in order to provide themselves with enough capacity to absorb extra nutrients from the air or ground. After it absorbs nutrients, it replaces the soil's components with superior nutrients in accordance to the present environment's requirements. It's efficient, helpful, and lowers the severity of sandstorms, and magnetic metal-storms. It also provides other plants around it with extra electricity, so that there's never any lack thereof.

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Examples of Places:

Lakelight City: A City floating in the center of a massive glowing lake. The waters course strongly with electricity, which powers the city in many ways (water-wheel generators, large conduits, electrical water irrigation, etc.). The large and corrosion-less conduit-ends underneath the City (underwater) look like large metal bulbs. They're meant to pick up the electrical currents within the waters, then carry it through the City's equipped technology. This way the City can power it's lights and machines. The lake's surrounded by thousands of trees; a forest with a path cutting through the middle of it, which leads to the convertible bridge linking the path to the City.

Levibolt Heights: An electromagnetic land hovering high within the sky. Since magnetism and electricity are so strong and prevalent there, the inhabitants keep all conductive objects alone, which leaves them with other materials to use; like glass, wood, stone, rubber, ceramic, and asphalt.

Nubixian Nethers: Large dark spaces underground where there's a lack of charge or magnetism. Strange shadowy creatures called Nubixians reside there. Their very essence blots out the light, and darkness shades their forms. The Nubixian Nethers are filled with nothing, seldom the red glares of the Nubixians, who don't need any sort of energy source. They are completely impervious to light, darkness, electricity, energy, and fire. Cocoons hang from the cavern ceilings, dripping scentless black liquids. The Nubixians range from quadrupedal appearances as Wolves, Dragons, Bats, Spiders, Felines, Lizards, Snakes, Gators, Slugs, Slimes, Bulls, and everything hybridized in between. The Queen of each of these nests is a hybrid of every Nubixian species.

Razor-Taser Jungle: A somewhat small jungle composed of millions of electric bees with blue thoraxes and yellow compound eyes. They have large stingers made of metal. They shock and sedate whoever they sting. Trees with layers of sharp wooden bark are what the insects use as a hive. It's where they make a type of red honey that's reactive to electrical currents. The honey moves and convulses whenever a charge is administered.

Dragonstein's Castle: A large castle located in the middle of a marshy forest filled with fog. It's a dark sanctum in which Monsters, Dragons, and Zombie-like creatures are made. Underneath there's a cave, where successful 'experiments' are taken to be welcomed and trained to interact with the world properly.

Jouleville: A moderately large Village full of computer technology. The entire populace is accustomed to the advanced technology which is manufactured from within the Village itself. Each house is powered by an underground generator with immense energy. The Village has a locally accessible center where they survey the perimeter of their Village with cameras. They have traps, alarms, and robotic minions to protect against those who are strangers to their community.

Runestopia: An abandoned City with few inhabitants. Those who live there are haunted by spirits of an electrical nature, faint blue sparks prowling on unseen feet within the mist. The civilization was made from a black stone that had resistance to magnetism, electricity, and heat. Only the freezing air can seep into the nooks and crannies of each dilapidated structure. From towers, to roads, to small castles, there's almost every manner of architecture there, but hardly anybody to call it home, due to the prevalently severe magnitude of hauntings.

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Moons:

Hephite: [Uninhabited] 4,109.7 Miles in diameter. Ranges 220,874.4 Miles away from Planet Virt. A black moon made of a reflective black material, highly resembling something between obsidian and graphite. It's visible like a black silhouette during the Day, but shines with extra brightness over the Planet Virt during the Nighttime.

Spact: [Inhabited] 4,008 Miles in diameter. Ranges 216,765.8 Miles away from Planet Virt. A reddish brown moon with a series of large lakes shown at the surface. The lakes are violet-red, and are rich with mostly unknown lethal chemicals. It's core is so hot that it constantly boils the massive bodies of chemicals. The view it displays can change every Year on average, due to the ongoing activity. Despite all this, the lakes are filled with life. There are tough-skinned creatures called Spactors which have extremely tough shells. The shells are shaped like ovals, and are equipped with two metallic fins on each side that propel through the lake. The Spactor's heads appear like an actual part of the shell, but are convertibly able to pull back in, then uses it's forehead to block whatever remains of the hole, keeping out lethal elements. When they die of old age (450 Years), their shells become their hardest, and can be used as insanely durable shields that guard against almost all elements. It's exterior is black or brown, and their eyes can be red, orange, brown, or white. They feed off of the chemically unstable moss at the bottom of the lakes.

Dibix: [Uninhabited] 4,984.2 Miles in diameter. Ranges 228,938.5 Miles away from Planet Virt. It's grounds are a vast spread of yellowish beige, and it's clouds are a bright plain yellow. These clouds are chock-full of unstable energy which fires out at random intervals and directions. It's core is made up of an electrically charged material that much resembles a huge battery. Shrouds of massive sparks occur underground, creating electrical tremors. This is all why there are no inhabitants.

Ejoul: [Inhabited] 5,056.25 Miles in diameter. Ranges 233,071.4 Miles away from Planet Virt. A vibrant blue Moon made almost entirely of an unknown blue material. It's inhabitants are gigantic scarily grotesque, yet peaceful four-legged blue creatures with abnormally long snouts like an Anteater, and extremely long legs. Their legs keep them high up from the ground, their eyes are black, and their tails have a unique funnel shape used for extra breathing. The air, the Ocean, and the atmosphere are all made of this same exact material. The material's transparent, and completely harmless in all forms. The water and air are breathable, and the quadrupedal inhabitants live as long as they breathe it in. They don't need to eat to survive, and only need to breath.

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2nd: Aklimend (The Mystic Nanite Planet) [Inhabited]

701,001 Miles in diameter

Days: 87.6 Hours, Nights: 87.6 Hours

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Description: The Planet Aklimend is a world made of 85% nanite-imbued matter, all of which is controlled by an advanced AI within the Planet's computer-core. The inhabitants of Aklimend are all life-forms created by the Planet's environments, which are also composed of (and by) nanites. Each inhabitant is, in a way, naturally manufactured. However, they each have half biologic DNA mixed with their molecular nanite compositions. The whole Planet provides all inhabitants with the necessary components and resources for a suitable or ideal life. It's a world of peace and prosperity, negating such things like war, disability, discord, or violence. Every few hundred Years, the Planet's inhabitants search the cosmos by spacecraft, finding willing participants they can use in order to restore the stability that comes with having half-biological bodies. Without the biological half of their natures, they'd become unethical beings without the benefits of fully feeling emotions, which is why they embark into space every Century to invite those from other worlds who are willing to help restore their race's gradually deteriorating genetic code (and the natural way).

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Upon first contact with Planet Aklimend, one would instantly notice the highly perfect appearances of nature, and all built/generated structures. Every object, plant, fungi, or natural occurrence that exists (besides animals or invertebrates) has several solid reasons for existing. Those who are animals, invertebrates, or sentient forms of life independently create their very own purposes for existing, and are not controlled by the Nanite System Core. The 607 continents are shaped very deliberately, having perfect circles, crescents, triangles, squares, octagons, etc. The shapes are for easy environmental conditioning, and there's only a single island throughout the 610 Oceans that has an uneven/imperfect shape. Every aspect of the Planet's environment can regenerate if it becomes damaged, and that goes for Aklimend's inhabitants as well. Their bodies instantly regenerate, even if every molecule is blown away. Each inhabitant has 3 sets of indestructible nanites that cannot be destroyed. Those nanites contain the genetic code of the life-form, and will remake the exact same creature up to 23 times (if hypothetically, all their molecules are blown away per time), until the genetic code is exhausted. If exhausted, the Aklite's (Their Planetary inhabitant name) DNA must be replaced by an alternate source of organic material, so they don't remain entirely composed of solely nanites.

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Every molecule of water has three molecular nanites attached to it, which allows the Nanite System Core to control water anywhere on the Planet Aklimend. The water's only controlled if someone's stuck underwater, or are somehow unable to breath, or if there's an emergency near the shores. Approximately half of all vegetation on the Planet Aklimend is grown naturally, while other plants are imbued with the nanites, such as fruits, vegetables, and other things in nature that provide the Planet's inhabitants with food. The nanites ensure maximum nutritional value in each food/plant they inhabit. The weather is controlled by the Nanite System Core, which administers virtually perfect climates to the Planet. It only rains when it needs to, and it's the same with any other type of weather. Virtually perfect ecosystems exist out in nature because of the nanites and their constant management. The nanites are always making sure the Planet is at it's healthiest. There are advanced satellites above the atmosphere which have multiple purposes, such as vaporizing lifeless meteors, receiving communications from other Planets, digitally mapping the world, and taking high-resolution video footage of unusual activity in space.

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The inhabitants of Planet Aklimend are anthropomorphic, each with quadrupedal counterparts. Their species consist of Wolves, Canines, Large Felines, Domestic Felines, Sentient Plants, Cyborg Creatures, Dragons, Snakes (w/legs), Reptiles, Dinosaur-like species, Lagomorphs, Avians, Bats, Equines (Horses, Zebras, Nebras), Chrysalis-Dragons, Galamory, Digitoids, Drades, and Songules. The 5 creatures listed at the end are quite unique. Nebras are like Zebras, except they're white with gray stripes, and the stripes bend in swirly patterns instead of being in several straight lines. Chrysalis-Dragons are fat, gluttonous, and equipped with aesthetic hooklike growths at the end of their tails. They take at least one Aklimendian Week to transform into beautiful, vibrant, larger, and superior physical versions of their previous selves. Their wing-expanse becomes larger, increases in physical strength, extreme coordination, better IQ, sexy instead of obese, etc. Galamory's are giant feral creatures slithering in the sky. They resemble both a snake and an eel, but also have a V-shaped set of horns extending from their foreheads and scalps. Their faces are somewhat narrow, and they usually have yellow, blue, green, red, or orange eyes. Along their sides, they have 96 scaly pouches which release pheromones meant for smaller birds, and hold the built bird nests inside. Once most birds have made a Family, the pouches clamp down and devour them all, releasing a liquid which cleanses and flushes them down into the stomach before being digested. There are so many birds on Planet Aklimend, that Galamory's are a great part of the ecosystem. Galamory's also produce the best fertilizer in the Jerabim System. Digitoids are protectors of nature, created by the Nanite System Core. They come in forms that are specifically generated to protect their assigned environments. Drades are protectors of the law. When a major law is broken, they appear as a black sphere with a red eye in the middle. It scans whoever has broken the law, then takes the form of the individual's greatest fear. Once it gets close to the lawbreaker, grotesque limbs protrude from the figure, and wrap around the offender. Their bodies are broken into digital code, then are taken into a digital prison-realm for rehabilitational purposes. Once successfully rehabilitated, they're released back into society. Songules are black Cervine creatures with sturdy hollow horns that make pleasant whistling noises as they run, and generate a faint glow which is controlled at will. They live out in the forests where it's dark. One last creature, mostly unmentioned, are called the Disconnected's. The Disconnected are very rare creatures who've glitched just before being revived at the Planet's Reactivation Grounds. They've somehow been transported into the DOSR (See 'Examples Of Places' for more details), but can still travel beyond that system and into the main virtual world, or even into the real world. Their bodies glitch too much, to the point of only showing discernible features between anthropoid and quadrupedal, but nothing else. Their bodies move through matter, and can take over anything, or anyone.

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Deserts aren't too hot, and Snowy Wastelands aren't too freezing. Any intelligent inhabitant who gets themselves into danger will either be automatically teleported out of harm's way, or will be instantaneously given a proper forcefield, depending on the situation. The Planet's Nanite System Core has an entire digital world which all Aklites can enter into at any time they wish. There are various creatures within the Digital Realm, and they each can have whatever they want. Most of the Planet's inhabitants live within the digital realm, but many also choose to live life on more realistic terms, because they believe it to be healthier for their own well-being.

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Aklites have magic that would easily be deemed as unnatural by anyone who isn't used to it. It incorporates magic into nanites, and vice-versa. Aklimendian magic turns any source of matter into technology. For example: From just a touch of Aklite magic, a mere brick can be made into something extremely useful, like a supercomputer, an energy weapon, a radar, an extendable shield, an alarm clock, a digital phone, an instant custom gaming system, a TV, an implosive grenade, etc. Aklimendian magic can also summon invisible forcefields that are only visible to the caster. The forcefields can also be artificially intelligent, both physically and digitally protecting against various types of threats, and by means of perfect intuition and calculation. Each Aklimendian has a vast digital realm connected to them wherever they go. They can transfer things from real life into the digital realm, like a virtually infinite storage for anything they may want to keep. They can transfer the objects back out of the digital realm, if they please. Aklimendians also have extremely powerful telekinesis, allowing them to build massive structures and architectural masterpieces.

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Each Aklimendian has glowing eyes to some degree, no matter what species is on the Planet (actually, unless the species lacks eyes). Their fur, scales, skin, feathers, or otherwise, have magic imbued within them, as well as the nanites. As a result, Aklimendians do not age. Nanites on the Planet Aklimend can form together in clusters, groups, and hoards, merging to create objects, and needed establishments. The nanites can create wings, decrease weight, or increase weight. They endow each Aklimendian with magically and technologically enhanced super-strength. Even a lesser creature, such as an ant or a common wild bird, outguns the strength of many powerful outworlders.

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History: Despite presently having everlasting peace, the Planet Aklimend used to be a heavily communistic world, ran by a strict and demanding mono-technocracy. The King of their world used to be a cybernetic Dragon made entirely out of indestructible nanites. His name was Aredex. The machines were all commanded by Aredex, and no authority on that Planet was higher than his. After going too far by "regulating" the populations of certain areas, the Planet's inhabitants began to revolt against his sociopathic tyranny. He sought to erase each inhabitant's ability for sympathy, believing it to be the most flawed function among mortal life. He was overthrown by a secretly assembled league of mystical hackers, who were able to reprogram his coding, causing each invincible nanite to disassemble from their unitary formation. Aredex's spirit resides within a digital realm created by the mystical hackers themselves, specifically within a secret security prison. A supernatural malevolent outside force is said to have overtaken Aredex from the beginning, even persisting to accompany him as his trapped Soul remains imprisoned.

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Community/Culture: All things and creatures on Planet Aklimend are practically perfect. Ever since Decades after thwarting their world's dictator, society has been practically perfect, and nothing ever goes wrong if it's associated with only their Planetary species. Brainwave activity is scanned, and the records of each Aklimendian's patterns are processed into the Planet's Nanite System Core in order for the Planet to conduct perfect environments in accordance to each of their scans. Aklimendians end up doing just the right amounts/types of work to remain physically and mentally healthy. The Planet itself will generate structures such as Community Centers, Sports Arenas, Housing Complexes, Entertainment Places, Rec Centers, Labs, Schools, Mansions, etc.

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The Aklimendians are almost never bored, considering their Planet comes up with fun things for them to do, or it sometimes gives them activities that are healthy for their well-being in general. Aklimendians are taught not to value money, objects, or corporate benefit above others. In fact, money doesn't exist on Planet Aklimend, and everyone benefits much better by servicing one another just for the sake of it. Aklimendians are big about their Space Stations. Around half of all Aklimendians enjoy venturing out to other worlds and enjoying their differences, while the rest prefer the constant perfection of Planet Aklimend. Aklimendians can telepathically receive advice directly from their Planet. Their Planet only speaks if asked a question, or if extremely crucial information is needed on their part. Communications with their Planet always remain intact, regardless of distance.

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Aklimendian clothes are advanced and efficient. The nanites within their bodies create clothes befitting to their environments. If an Aklimendian's body is about to become too cold, the nanites instantaneously manufacture something to keep them warm. The same sort of protocol goes for all other types of weather. Healthy food is shipped from all over the Universe on countless cargo ships, and is served fresh in enormous restaurants for free. Aklimendians can communicate with each other through cybernetic telepathy, which is something each of them is born with. Aklimendians have 3 holidays: Aredex Day, Aklite Day, and Geneo Day. Aredex Day is the celebration of freedom and Happiness. It's oriented around the time their race overthrew their tyrannical dictator, Aredex. Aklite Day is the celebration of existence. Geneo Day is the Day Aklimendians embark into other parts of the Universe to bring back partners in which to procreate with. This Day makes it possible for them to easily retain real biological genetics throughout each of their generations.

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Currency: None

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Examples of Plant Life:

Spark-Hearts: A flower with pink heart-shaped petals, and a cerulean rounded center. It's pollen is blue, and induces high surges of energy if inhaled. It has no negative side-affects, and is good for all inhabitants.

Rain-Fruits: Round semi-transparent white fruits, usually growing to the size of a tennis ball. The plant grows immediately once water touches it. It's stem-leaves (Drizzle Leaves) are sweet, sour, and spicy all at once. They're used as multipurpose seasonings for Aklimendian foods.

Frora Leaves: A green plant that grows up to 7 ft tall. It has leaves that somewhat resemble a fern. Each strand that makes up the whole leaf has a blue seed at the tip. If boiled for an hour, Frora Leaves can be administered as a medicine which works as both an antihistamine, and a pain-killing aphrodisiac. If left how they are, Frora Leaves will induce vomiting upon consumption. Smoke from this plant will cause excessively itchy skin.

Sigil Balm: A fragrant tree with a series of arcane symbols floating in the air around it. The Sigil Balm's magic and DNA are both coexistent within the compositions of molecular Nanites, which all ensure that the tree is at it's healthiest by inner management. Each leaf on the tree is different, and holds a different arcane and/or digital symbol (It's flowers and fruit are the same way). Nothing the Sigil Balm bares is ever alike, aside from being non-toxic. The Aklimendians created it to symbolize their Planetary race. It's fruits give random positive effects to whoever consumes them, usually through magic, nanites, and organic nutritional qualities. They stay forever ripe and edible, but only fall off the tree on Geneo Day. The Fruit's seeds fully grow another tree in 20 Years.

Elti Berry/Root: A nutritious berry shaped like a roofless acorn. It's not only a berry, but also a root. The berry forms off of the root underneath the ground, taking on a blue appearance contrasted against the root's grayish brown color. The 4 leaves that poke out of the ground are green and oval-shaped. The berries and roots are a common ingredient used in many Aklimendian culinary meals, such as soups, stews, salads, sandwiches, smoothies, fish steaks, bread, tea, and Elti-meal.

Serpentimum: A rose with more than 20 (but less than 47) two-pronged petals, and a coiling smooth stem. Any part of the plant comes in any variety of colors. It's often used in various forms of landscaping in front of buildings or establishments, especially in order to exude an aesthetic appearance.

Liokóst: A blue flower with 5 semi-ovalish petals attached to a green center full of yellow pollen. The Liokóst's petals are bent underneath in order to be picked up by the wind. The flower contains molecular nanites within a membrane underneath the yellow center. The nanites control which direction the flower goes by moving the petals in different positions. The center glows in the dark by absorbing light during the Day. The Liokósts eventually land in an area where it's fit for growing and flourishing.

Hexibue: A sturdy flower with 7 dark-yellow petals arching into a unitary bowl-like shape. The inside contains empty hexagonal spaces filled to the brim with pollen and nectar. It captures bees and butterflies, but doesn't eat, harm, kill, or digest them. Instead it closes on the insects, then recreates them into an updated version of themselves, thereby forcing evolutionary progress.

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Examples of Places:

Dreamer's Peninsula: A large semi-island that's unevenly shaped, unlike most continents and land on Planet Aklimend. It's one of the 3 most beautiful places on the Planet. It has exactly 14,360.5 square miles of land. Inhabitants of the Planet are prohibited from living within it's boundaries, unless they're given special permission by the Nanite System Core. Strange rumors tell of odd anomalies on the Island. There are many mountains, waterfalls, dunes, springs, lakes, marshes, vast flower fields, jungles, forests, coasts, and beaches within the area.

Great Grove: A vast grove of advanced nanite technology, fused with scenic nature. The technology's digital aspects glow and decorate various instances of all nature, all the while creating plants that are imbued with artificial intelligence. They are harmless, but will use safe means to avert damage on their environments, such as blocking off potentially dangerous threats by using reinforced plant materials to form a wall. It's an area that's specifically built to keep the ecosystem stable, but it's also accessible to individuals the Planet trusts. Great Grove is full of waterfalls, rivers, lakes, and small ponds surrounded by flowery forest trees.

Dragon's High-Port: A landing area high up in the mountains specifically established for Dragons to roost, and for others to ride Dragons. The Dragons are equipped with tech which boosts their speed by a hundredfold, making them into ideal forms of travel. Dragon's High-Port comes with colossal station buildings that are meant for pampering and rewarding the Dragon's for their transit services.

Plain-Post Collective: An area of various plains, located in very specifically placed altitudes. Each plain is connected to another plain, ramping up and down from different levels by ground. Each plain is fairly large, and all contain ecosystems that are helpful to their neighboring environments. Each has it's own variety of plants, animals, and living environments which differ from the others next to them.

Reactivation Grounds: A large terrain of land reserved for those who are "deceased". However, Aklimendians do not technically die, so they're sent to the Reactivation Grounds if anything happens, whereas if their bodies cannot regenerate fully or properly somehow, which hardly ever happens. The area is connected with humongous wires, advanced digital interfaces, and a great amount of Hypercomputers. The area is indestructible because it's composed of indestructible nanites.

GlitchNight Redactum: An area located on a Continent shaped like half an octagon. The Continent's name is Rambue. The GlitchNight Redactum is off to the side of Rambue, alongside an oddly straight beach. The whole area is a haven for objects, plants, life-forms, and individuals that have malfunctioned or have had an error to the point that they're permanently beyond reprogramming or fixing. Luckily the population is low, but those who live there are usually very strange, or very unique. They're blocked by an impenetrable forcefield that won't let them leave the area. Their presence in the quarantined area has altered many things about it, even such as the name. The GlitchNight Redactum used to be registered as the Error Quarantine Sight. The Planet Aklimend now recognizes it as the GlitchNight Redactum, due to a virus that has corrupted their labeling system.

Digital Omnipathic Sub-Reality: The DOSR is a digital reality underneath another digital reality. The DOSR is an area where exceedingly dangerous Aklimendians are kept. There aren't many living there compared to the population of Planet Aklimend. 13,719 inhabitants live inside of the DOSR, reprogrammed to stay there for all eternity as punishment for their abhorrent crimes. The place is dark, foggy, bitterly cold, and lacks adequate resources. The only buildings established in the DOSR are structures that the Planet recognizes as worthless or counterproductive. The structures are generated there through digital recreation. The DOSR is ruled by a half-digital entity named Zygath, who is a gigantic black and red, slime-like being who is omnipotent only in his realm. He is an entity with thousands of eyes, each one belonging to a different species of creature. He knows virtually everything that happens on Planet Aklimend, but is programmed to love staying in the DOSR. He mentally torments the inhabitants of DOSR, including their world's ex-dictator, Aredex.

Unitary: A region of land measuring at 1,492 square miles. The Unitary is an area with multiple coexisting environments packed into the same place, such as deserts, lakes, snowy mountains, beaches, caves, rivers, forests, etc. Hot and freezing areas are never overwhelming to the point of critical conditions. Any area can be found presently crossing into another without obstructing each other, creating uniquely bizarre scenery. Underwater beach-forests, Snowy desert mountains, forested caves, etc. It's environmental establishment is controlled by the Nanite System Core, making it so nothing goes wrong.

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Moons:

Ardon: [Inhabited] 27,096 Miles in diameter. Ranges 207,473 Miles away from Planet Aklimend. Ardon is a world of greenery, flooded to the brim with life as far as the eye can see. It's atmosphere makes it appear blue if viewed from Planet Aklimend. It's environments are almost entirely composed of leaves, trees, flowers, fruit, vines, bushes, grass, moss, rivers, lakes, oceans, beaches, ponds, marshes, jungles, forests, tropical environments, and crystal caves or crystal mountains. A species of short anthropomorphic avians called the 'Avonary' live on the surface. They have fur below the waist, but have feathers above it. They have pointy animal-like ears on their heads, and are very quick when taking off for flight. They have beaks on the upper part of their jaws, but have the mandibles of a mammal. Another anthropomorphic race is the Reputians. They're a resilient Reptilian/Amphibious species with ovalish shells on their backs. Their fingers are salamandrian, but also have claws which help them climb almost anything. Their skin and shells change color, allowing them to blend in with their environments. Some may have horns on their heads or shells, depending on their level of nutritional development. Other species consist of giant snakes, massive spiders, predatory felines, Tree-Wolves, Tentacular Equines, Horned Rabbits, Cyclopian Moles, and various other exotic species.

Ko: [Inhabited] 7,169.8 Miles in diameter. Ranges 214,532 Miles away from Planet Aklimend. Darkness resides below the atmosphere of Ko. Strange rock formations and unexpected deadly winds sweep the surface. For reasons unknown, a small amount of light goes an extremely long way. There are treacherous creatures of the dark, with tendrils and spindly legs, black eyes, scaly black skin, and endless arms. They hate and fear the light, and are rendered permanently blind upon seeing any more than 15 lumens. A lonely black castle sits inside one of the large craters of Ko, but there's no explanation as to why it was made, or how it got there.

Zailon: [Inhabited] 1,260.7 Miles in diameter. Ranges 508 Miles away from Planet Aklimend. Zailon was built by the Aklimendians as a station for otherworldly visitors. Those who have the desire to get on Planet Aklimend are taught how to behave and socialize through interactive methods. The crime rate is low on Zailon, but not compared to Planet Aklimend, which is why it's viewed as a 3rd-world Moon by the Aklimendians. Many nations, outworlders, aliens, races, and species live there, hoping to suffice in their efforts, in order to be allowed on their Planet. Anyone who attempts to "just go" to Planet Aklimend will quickly realize it's a futile effort. They're immediately teleported to Zailon the moment they're within 150 Miles of the Planet's atmosphere.

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3rd: Dimi (The Antithesis Planet) [Inhabited]

80,808.27 Miles in diameter

Days: 88 Hours, Nights: 88 Hours

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Description: The Planet Dimi has two opposing environments on each half: One composed of dark fire, and the other made of glowing ice. Although, the seemingly contrasted forces are not against one another, although not in a disagreeable nature. The Planetary races of Dimid are called Dimidians. Their racial generations originate from the areas of dark fire, and another from illuminated ice. Despite their elemental differences, there's no name given to differentiate a crude discernment between the two races. As a matter of fact, there are various life-forms born on Planet Dimid that show both elemental traits for each generative race. Those special genetic exceptions exhibit the magical aspects of dark fire, along with the luminous ice traits, unlike most planetary inhabitants who only display one genetic origin, or the other. A general example of how a Dimidian's appearance may look, is usually that of gravity-defying hair or fur, which is commonly made out of illuminated ice, or dark fire. The hair/fur is especially pronounced, giving off a dramatic display in appearance, which can come off as a bit flashy.

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The inhabitants can also be Reptilian or Amphibious, which in that case will often show patterns on their flesh that correspond with their genetic element. Physical contact with a Dimidian (regardless of species) is non-lethal, unless they're cloaked with a protective fire or ice which they can activate at will. The elements will usually flare out of their hands, backs, necks, shoulders, wings, scalps, horns, tails, feet, or sometimes their necks, tongues, or teeth. A particular species called the Dimilians differs in appearance to the rest of the Planet's inhabitants. They are a race that slightly resembles insectoid creatures, but are not quite close enough to that particular form to be called insects. They have 6 legs, compound-eyes, and bug-like wings. However, they're always covered in either fur or flesh, and their bodies look more mammalian than insect. Their bodies exhibit traits which correspond to their elemental compositions, minor examples such as icy glowing wings, glowing crystalline compound-eyes, pitch-black fire at the ends of their tails, or claws cloaked in dark fire. Each life-form's Planetary magic varies on the type of elemental environments they're born in, plus their lineage.

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Anthropomorphic and quadrupedal inhabitants alike, are quite beautiful. The glowing icy inhabitants are covered with natural glowing patterns over their fur or skin, displaying a dazzling array of vibrant translucency and colors. Species of dark fire origins are somewhat the same, minus the colors produced by translucence. The land or terrain on one half of Planet Dimid is composed of black, brown, red, red-orange, and grey obsidian, along with vast piles of ash, charcoal-based fungi or plants, lava, fire, heated metal, and a type of sandstone that smolders in each grain. There's also various heat crystals that grow out of mineral-rich environments where it's much hotter. Volcanos are made out of 80% volcanic glass, making them far more dangerous to extraterrestrial visitors. A type of ore called Farenstone rests deep beneath the ground in the fire regions of the Planet. It's always above 1,000 degrees Fahrenheit, and nothing can cool it down. It's identified by it's opalescent red, orange, and yellow colors. Blue and white ones are the hottest, and are extremely rare. Jungles and Forests are acclimated to the intense temperatures, having attained a dark appearance due to adapting for over hundreds of millions of Years. Each tree in the fiery regions has a dark crust-like exterior keeping it safe from burns. Fiery flora, unique crystals, and elemental plants flourish in these regions full of plants. The deserts in the fiery regions are usually smoldering in each grain of sand, some turning to glass. The cacti produce flames from each needle, like a candle, and contain a waxlike material within the cactus flesh. The oceans in the fiery regions always have rain, and are always steaming and boiling. Regardless, marine life of countless varieties still inhabit the waters.

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Quadrupedal and anthropomorphic inhabitants alike consist of a variety of species, regardless of their elemental origins: Dragons, Furred Dragons, Felkins, Sergals, Wolves, Canines, Foxes, Coyotes, Cervines, Equines, Felids/Pantherines, Snakes, Reptiles, Turtles, Avians (predator and prey), Bovines, Amphibians, Caprines, Mustelidae, Aquamarine Species, Hybrids (Many), Slimes, Chello, and Arc Dimidians. Arc Dimidians of the dark-fire element are composed of dark-blue fire, while Arc Dimidians of the light-ice element radiate a golden light. Arc Dimidites of any kind are comparably greater on terms of power, endurance, strength, dexterity, and speed.

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The icy regions are composed of crystalline ice materials which shine translucently like diamonds. Ice crystals, frost sapphires, icy stone materials, snow, and large glacial ice formations make most of the land in the icy regions of the Planet. The clouds glow, infused with moving aurora's over the lands, illuminating the snow in a brilliant way as it falls. It's plants are commonly composed of a hybridization of living ice crystals and organic matter. Ranging from 50% ice crystal /50% organic, to 80% ice crystal /20% organic. Cavernous areas are usually made of mostly ice and ice crystals, and can either be lower or higher in contrast with other environment's temperatures, strongly depending on the conditions of cryonic insulation. Some jungles, deserts, and even oceans have cavernous conditions intertwined within their environments, creating a unique and bizarre natural display. The oceans aren't entirely frozen. They're expansive with areas that haven't melted yet, due to comparably larger traces of berylgen in the water.

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History: The first few Dimidians were born the exact same Day their Planet fully formed into an inhabitable world. While the first ones were born from biogenesis, the rest after the first generation were conceived by the typical aspects of sexual intercourse. After that, nobody on Planet Dimid was ever born or conceived in any manner other than the typical. Those originating from dark fire, and those from light ice had become confused by the mere sight of each other, assuming that the other was from a separate world. They were unaware at the time that there were two halves of the world in which they originated from. The entire Dimidian race almost went to war with their counterparts over ownership of the Planet. When the time came that everybody found out that they were all the same Planetary race, many rejoiced worldwide. The beginning of the war had ended, and never restarted again. As a result, trades and alliances began, traditions were shared, and different cultures crossed together peacefully.

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After many generations, new types of Dimidians were born; There were Arc Dimidians, mixed-element Dimidians, and some super rare cases of inhabitants who were born without an added element to their features. Ones without elements were given a somewhat derogatory nickname called "Naked's". The Nakeds weren't necessarily mistreated, but were naturally given some strange looks and unusual attention. Galactic organizations from outside their world decided to give their Planet some clues to the existence of extraterrestrial life, in attempts to speed up the possibility of future relations with the Dimidians. In other words, the rest of the System's Planets aspire to befriend them as soon as possible.

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Community/Culture: Houses in the fiery regions of Planet Dimid are commonly made out of differently colored obsidian, volcanic rocks, stone, and other fire resistant materials. Houses in the icy regions are made of ice, ice crystals, compacted snow, or are just caves dug down into the ground, usually made into fancy interior areas. The Dimidians in general have very logical perceptions, and a great grasp of control over their own emotions, which are very stable. Aside from their emotional stability, Dimidians are noticeably affectionate. As a Planetary civilization, they've established a holiday that celebrates the embrace of peace, and ignores the concepts of violence. The holiday is called Peculiar's Day, and is a celebration based off of when they realized each other's similarities, and concluded they were not alien invaders, which led to the decision of not waging war against one another. Most Dimidians are very calm as a race, even if provoked. Their justice systems are very logical, and are extremely by-the-book. Concrete evidence is used in every trial or persecution. In each trial, the defendant is neither guilty nor innocent, until they're either proven guilty or innocent. Biases are a practically unheard-of occurrence.

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Currency: Description: As a reminder of worldwide kinship, each currency is swapped between the two different regions of the Planet. The dark fiery region uses a type of unmeltable coin made of white glowing ice, called Cryoglites. The light icy region uses dark glassy gems with a visible black aura of fire cloaked around them. They're called Pyroshades. Each currency comes as seven different types, each with a different potency or amount in element and materials.

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Pyroshade (dark-blue flames): $1,000

Pyroshade (high dark-flames): $100

Pyroshade (medium dark-flames): $50

Pyroshade (low dark-flames): $25

Pyroshade (flameless): $10

Pyroshade (small, flameless): $1

Pyroshade (shard): 10¢

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Cryoglites (golden light): $1,000

Cryoglites (bright light): $100

Cryoglites (average light) $50

Cryoglites (dim light): $25

Cryoglites (lightless): $10

Cryoglites (small, lightless): $1

Cryoglites (shard): 10¢

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Examples of Plant Life:

Bavelfrit: A flower with 7 petals cloaked in a silky material created by a chemical reaction that occurs only in high temperatures. The silk catches fire easily on the outside, but keeps the inside unharmed. The flower is white, and so is the silk residing over it's exterior. The stem is also covered in the same substance, but has several bumps which eventually turn into leaves. It's capable of absorbing oxygen, which it then turns into water by adding the necessary amounts of hydrogen created and stored inside of it's roots.

Icy Riverdills: A flower that's born sprouting in wet ice, then continues growing as it's carried off in rivers, usually rivers made from melted ice. It's petals are flat, each relatively shaped like an upside-down diamond pentagon. The petals randomly range between a vast pallet of cold colors, having frosted white snowflake patterns adorning each one. The female flowers have 5 white stigmas protruding from the center.

Kiwik: An icy light-blue fruit, much resembling a kiwi. It's skin radiates a brilliant white light that makes the beholder forget they were going to pick or eat it. It's naturally cold, and is greatly refreshing to eat, but only if one manages to take a bite.

Ember Specs: A type of dark green moss that reproduces by burning itself. The embers which float off through the air operate like pollen, spreading to hot surfaces in order to grow, flare, then burn away again. It's an excellent sustainable fuel for various types of Dimidite power devices.

Pyra Fruit: A fiery peach-like fruit that emits harmless flames, and has twisted red leaves. The skin stays pink when it's unripe, and turns to a red-violet color when ripened. It's fire flares out beautifully, and it is a naturally warm fruit to eat. Consumption of the Pyra Fruit permanently halves one's susceptibility to fire and heat. It's flower is called the Pyraflower, which is an exotic and fiery 10 petaled flower with yellow petals and 4 red-orange stigmas.

Sun-Blazer: A tall flower with a wide, round and black center, surrounded by large white petals that point towards the Sun (Cordios). The center is such a potently dark black that all light which hits it is completely absorbed. Once incorporated into the thick grey stem, the solar energy fluctuates to make it sprout fire from it's leaves. These leaves are called Blazer-Leaves. Anything cooked over a Blazer Leaf will give the consumer temporary immunity to being blinded by things such as light.

Borderfont: A tree containing a mixed variety of specific fruits, flowers, branches, and leaves, each having the elemental properties of either light-ice, or dark-fire. The contents of the Borderfont tree are mixed in an array of glowing ice-leaves, fiery shadow leaves, dark flaming fruits, illuminant frost fruits, luminous ice branches, and pitch-black fire branches. Regardless of whatever's picked from the tree, they all have the same effects: Endowing long-lasting energy, preventing death from overexposure to any temperature, super-effectively killing detrimental parasites, and it tastes bittersweet to worldly inhabitants.

Fizory Gant: A plant that serve as a traditional token of love and appreciation on Planet Dimid. It's leaves are blue and white, each letting off a dazzling light. It's flowers are also small, having a light-blue color. They last forever as long as they're attached to a life-form. Any life form that wears them exchanges energy between the flowers in such a way that both life-forms live longer, healthier, and happier. It is a symbiotic plant with the means to drastically improve it's own physical condition, as well as it's host's.

Ogerfelsh: An ovalish green mushroom with glowing yellow stripes. It develops in moist caves where illuminant gems give off the largest concentrations of light. They're not poisonous, and can be eaten raw. They have a naturally faint sweet taste.

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Examples of Places:

Gavordoth Grounds: An area for those who've passed on. When an inhabitant of Planet Dimid dies, an elemental bodily essence is left behind. For those of the light-ice element, their glowing crystalline ice remains are replanted within a stone bowl. Those of the dark fire element are given the same ritual, having their dark flaming remains kept inside the stone vessel. These stone bowls are kept on top of stone pedestals, which are engraved with the names of those who've passed. Gavordoth Grounds is just one example of a Dimidian Graveyard. It's located on the Planet's elemental borderline.

Chardise Cave: A foggy cave stretching for approximately 27 Miles. The fog emits a faint golden light, making it hard to detect an exit. The walls are imbedded with burning shadowy rocks, and glowing freezing crystals. The opposing elements radiate harmless waves that react towards each other by creating a twilight fog. Ovalish green fungi with yellow stripes grow where there's more light, and are non-toxic, as well as edible.

Wilderflare Isle: A fiery island ranging 612.5 Miles. The black sand is smoldering hot, filled with embers, and is great for the relaxation of local Planetary inhabitants. It's waters illuminate with a red glow at the shore, and there are mostly red and black thermodynamic plants that feed off of the island's heat.

Dmithid's Til: A large icy mountain consisting of tons of sedimentary rock formations imbedded within the vast landscape. Some parts contain bodies of water, each excessively rich in minerals. The top of the mountain has a drilled lattered hole inside which leads to a hollow center within the subterranean regions of the mountain.

Curtained Firescape: A vast molten bog of lava filled with weeping trees. All trees in the area are pitch-black, but have shadowy flares of black fire emanating from every leaf. The lava is an extremely dark red, and can be commonly mistaken for a surface to walk on. Fiery, although otherwise harmless bugs light up the area with their radiant flaming bioluminescence. Grey Salamandrian creatures lurk within the lava, capable of catching the bugs with their extendable tongues.

Pyrofell Reach: A large castle at the top of an open volcano. The steeples and roofs are built to intentionally catch fire when coming into contact with flames. As a result, the building itself becomes reinforced rather than burned down, since it's made of a worldly material that endows such capabilities. The castle is supported by floods of chains deeply imbedded into the ridges and sides of the volcano. There are many levels of the volcanic mountain, and it takes a while to get to Pyrofell Reach at the top. The castle is owned by a Master of Dimidian Magic, and her followers are superior mages working there as her apprentices.

Fahrenbourne: A large system of rivers, each flowing with glowing water of extremely low temperatures. The water will freeze those who swim into it within roughly a matter of 7 minutes, but only if they're not Dimidians, since Dimidians cannot freeze or get burned. The rivers give life to the icy plants around it, and create a unique habitats for unusual creatures that are exclusive to that area. Most creatures there are like the Planet's usual species, except their skin's transparent, and they cannot be seen under the glowing water.

Caverdam of Frostwake: A big wooden dam created by Bevercats. It stopped a large lake of water from overflowing long ago, but became frozen a few Years later, creating a bundle of ice and sticks. The inside of the dam was so large and spacious that it became a greater home to the Bevercats. The forest surrounding the lake and dam gives a great deal of resources to the Beavercats.

Subfrost: A world deep underneath the dark fire regions of Planet Dimid. It's based elementally on dark-ice, and is full of fascinating strange creatures of a somewhat tribal nature. They have civilizations with giant igloos created out of dark-ice, and the ceiling of the underground is covered in shadowy icicles. A potent dark frost permeates all surroundings, but is harmless to the inhabitants. Each dark igloo is likely to lead further underground, and usually has a different shape. Some are more like castles made of dark ice bricks. Dark ice crystals grow in various random areas, and dark snow will sometimes powder off from above.

Underscorch: A world deep underneath the light-ice regions of Planet Dimid. It's based elementally on white fire, and is full of beautiful strange creatures of a somewhat refined nature. They have civilizations made from various different buildings made from glowing fiery white obsidian. The surrounding environments are abundant with bright white flames, white lava, white embers, white glowing obsidian, fiery white crystals, and smoldering white ashes. Many buildings are made out of glowing glass, but the material isn't always fully transparent or too bright to live with.

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Moons:

Sakohurch: [Inhabited] 20,202.73 Miles in diameter. Ranges 270,496 Miles away from Planet Dimid. This Moon inhabits lecherous life-forms that tend to mate with anyone or anything living or moving. The inhabitants of Sakohurch will always mate with their prey before devouring it, and do the same before fighting each other, and after. Regardless of species, form, or even Planetary race, the Sakohurchans will always gladly engage in such activities. There are strange trees and plants all over the Planet due to cross breeding between various different plant species. New species of animals and plants are born every minute on Sakohurch. It's rare to see creatures there that aren't hybrids between 3 or more species of life. Land formations often look strange, as if they're mixed between environments.

Pledowabe: [Uninhabited] 14,709.84 Miles in diameter. Ranges 238,141 Miles away from Planet Dimid. A Moon with craggy landscapes, filled with canyons and caverns. Pledowabe's mantle is full of a metallic material called Pledothine. Molten pledothine erupts from the Moon's volcanos. There isn't any oxygen on Pledowabe, so the metal cools differently, melting into a strange shape. Once it's cooled all the way, it can be mined, then made into extremely light and durable weapons.

Ziwick: [Inhabited] 8,472.2 Miles in diameter. Ranges 278,976 Miles away from Planet Dimid. Crustaceans, invertebrates, bugs, slugs, and especially giant Slimes are inhabitants of Ziwick. Giant Slimes from Ziwick are more stretchy, resilient, and bendy than ordinary ones, having the abilities to squeeze into far tinier spaces, elongate, and even form tentacular appendages for catching prey. There are no mammals or creatures containing a spine on Ziwick. This Moon has 80% water, and 20% land. Most life dwells underwater, and the seafloor is made of a sandy jellylike substance that critters love to dig into.

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4th: Nith (Endless Variety Planet) [Inhabited]

11,673.5 Miles in diameter

Days: 27 Hours, Nights: 27 Hours

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Description: Every inhabitant of Planet Nith is a different species. Each Nithling who's born ends up as a partially evolved version of their Parents, thereby having special traits in which their forbears don't have. Their traits are so different from that of their Parents that they're a different species entirely, yet they still retain some amount of their Parent's features. Planet Nith's environments are developed by unique ecosystems which are symbiotic between the inhabitants and the surrounding nature. The symbiotic relationship of their ecosystem results in specialized environments. These environments don't entirely alienate all other species, but they are very different in appearance, and with their functions. All trees, plants, fungi, bugs, animals, invertebrates, etcetera, each consist of a different species. Examples such as trees with pronounced trunk shapes, which may contain oddly colored leaves taking on unique shapes. Other examples are hybrids between certain plants and types of fungi, sometimes creating flowers or fruits crossed between spored mushrooms. Mushrooms may grow out of the branches of their trees, but in a natural way that's harmless to the plant. Soil, mud and dirt vastly vary among different types, usually coloring the terrains of Planet Nith with unexpected appearances. Some canyons might be purple, while boggy swamps could be orange, or a beach might have green sand. Geological formations consist of many occurrences, some appearing quite unusual. Stalagmites don't always appear in just caves, and don't form in the ordinarily known fashion; Some form on rocky deserts, built by clusters of molecular water-gathering organisms, while stalactites can grow the same way in mountainous regions, or somewhere random, like forests (via water gathering organisms).

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Every fruit, vegetable, fungus, or otherwise is also never the same species, not even when compared to the other counterparts of their respective plants. In other words, not one single fruit, root, or vegetable on their world is ever the same on terms of genus or species. While this all may seem like a genetic mess, it actually aids greatly in providing the Planet's inhabitants with bountiful amounts of nutrients. As a result of having immensely superior diets, Nithlings cannot get sick, have immunity to all poison, and can safely eat anything digestible if they so pleased. Nithlings are also immune to all harmful types of radiation, and they possess the ability to activate Night-vision at will. Some Nithlings will surprise each other, as some may have convertible biological functions; Such as convertible horns, hidden extra ears (usually on the head), convertible prehensile tails, hidden eyes, retractable claws, foldable or retractable antennae's, and other equally unique bodily traits. Things such as honey, milk, meat, grains, breads, greens, and other foods never come from the same species as any other food, so therefore they're all different variations each. Nithlings can affectively breathe a vast variety of different elements, such as smoke, water, oil, lava, hydrogen, oxygen, carbon, carbon dioxide, helium, berylgen, nitrogen, xenon, neon, and all other gaseous elements. Clouds in the sky consist of multiple colors and forms, while weather conditions are greatly random, but don't often turn disastrous.

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Planet Nith has 8 Oceans and 8 Continents. Marine creatures can breathe air or water alike if they choose to, and do not require gills to breathe underwater. Their skin absorbs whatever it gets from it's surroundings and converts it into life energy. Unique environments also exist underwater. Exclusive examples of underwater environments are; a lone undersea cavern made of coral, colossal aqua-crystal anemone with tentacular protrusions, interconnected rainbow-moss forest, and an iceberg island made out of various different types of ice crystals.. These are just lone examples of what exists out at Sea, and the unique natural phenomena doesn't stop there. Civilizations are established in the middle of nature, usually living off a number of resources. Being the magic Universe this is, each Planetary inhabitant has their own unique set of magic abilities. Nithling magic is an incredibly random type of power, given to every life-form born on their Planet. All magic abilities are different, and can work in different ways or functions.

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History: The Nithlings were the first Planetary race in the Jerabim System to create space travel, using a technology/astronomy industry called Baylmet. Their abundance in racial variety is what helped them achieve this milestone first. After rejoicing in their successes, the Nithlings developed an interstellar travel team called 'The Jerabim Council'. They visited other Planets that they suspected were ready to meet extraterrestrial life, and welcomed them into the Council one by one. With each Planet that was incorporated into the Council, their team grew greater and smarter. Eventually spacial trade routes were established. Planets started shipping otherworldly goods to each other throughout the System, some finding other Systems entirely in which to research and trade with. Many Nithlings used to travel to the point of exhaustion, searching for other species like themselves, but to avail, due to their race's 'individual species trait'.

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Community/Culture: Nithlings are a commonly humbled and respectful Planetary race. They hardly ever fight one another due to one similarity; The fact that they all consist of different species. It is their differences that ironically stand out as one big similarity among them all. Industries, companies, businesses, organizations, and many other teams are typically used in the most effective ways possible. Since organically-based resources are perpetually confusing, industries have difficulty with staying fixed on one primary type of product. Consistency can only be feigned at times when it comes to producing anything made of wood, fabric, fibers, edible resources, and other types of products which stem from nature. Villages are a common thing to see, and all buildings are made from a mix of random materials, some blending nicely together. Many like to create different kinds of cement to build their houses, which comes in handy when someone can't decide which materials they'll use. Houses are commonly short, and usually have much more living space underground.

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A belief amongst a large portion of Nithlings is that all life is sacred. Many believe every tree, bug, animal, and plant is each different because of the unique value their lives signify within themselves. They have temples dedicated to peace and those they like to call "The Unknown Creators". The Temples are not theistic, nor are they bent on worshiping any kind of creator or deity. It's simply a sanctuary of peace, which on the sidelines, considers the possibility of creators. Their established semi-religion encourages meditation, peace, and respecting oneself as well as others. Their civilizations and/or groups tend to commonly be very mature, but not all individuals are the same way personality-wise. Some are more humorous, hyper, rambunctious, or have a different way of life than the rest. Many like to find areas out in the wild to live in, usually living together in groups. Tribes are also known to exist out in the wild. Every Nithling alive is a natural creative artist, capable of making intricate or surreal works of art. They additionally show this talent in their ability to build forts, houses, and other types of buildings or structures. The Nithlings are incapable of telling lies, and are also bad at trickery.

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Currency: Most Nithlings don't believe in money, but those who do may live in civilizations in which only certain kinds of currency can be consistently maintained. The prime currency is mixed dirt. Mixed dirt is made by taking the soil from 3 or more different areas of the Planet Nith. Each area must be 10 or more miles away from the other if one is to mix the dirt together to create currency. The soil is capable of helping anything grow, and it's value rises with the amount of areas the dirt is taken from. The name of the currency is simply called 'Areas' as a result. Elements such as water, liquid nitrogen, pure hydrogen, oil, and ice, each work as a sub-currency. Various different types of plant life or deposits may provide these elements. Once extracted, they're contained in holdable air-tight plastic sacks. Elements are kept abundantly in each civilized establishment.

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3 regions = 1 Areas

5 regions = 3 Areas

7 regions = 5 Areas

10 regions = 10 Areas

15 regions = 20 Areas

20 regions = 30 Areas

25 regions = 40 Areas

30 regions = 50 Areas

35 regions = 70 Areas

45 regions = 80 Areas

55 regions = 100 Areas

Water: 0.25 Areas per lbs.

Hydrogen: 0.35 Areas per cup.

Ice: 0.40 Areas per cup (Worth more than water due to what it takes to freeze it)

Liquid Nitrogen: 0.50 Areas per cup

Oil: 0.75 Areas per cup.

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Examples of Plant Life:

[Names aren't commonly given to plants on Planet Nith, since all individual plant species are different, thereby making it impossible to name all of them. Regardless, this list still provides plant names for the sake of convenience.]

Stagnorim: An exotic looking, yellow fuzzy plant that resembles a pair of antlers. Like all plants on Planet Nith, it's unique, and there's only one of it's type in existence. It smells sweet, is very soft, and it's seeds take off when it's windy.

Bayok'n: A tree with rough grey bristles along it's trunk. It's 3-pointed leaves take on a dark green scaly appearance, and are hard to remove from the tree. It's fruits are usually smooth, and come in different shapes, sizes, and colors.

Tevitang Bush: A light-blue bush baring berries that are all different kinds, each having a sweet-sour taste. It's leaves are shaped like a half-oval, and it grows out of the ground in all directions. It has very few thorns.

Ghoulsing: A cupped yellow flower with red spots in the middle of each petal. It's cup is surrounded by a collar of 8 other petals. When touched, the flower will turn blue with purple spots, and will also produce bizarre ringing noises.

Gattyspringer: A brownish grey umbrella-shaped fungus with multicolored glowing flowers sprouting from it's top. The fungus has seed-spores that spread the flowers to other areas. The flowers on top will all close simultaneously if the fungus is touched. The flowers on top are each a different species.

Ralkspurr: A golden colored flower with 10 spiky petals protruding from a black round adhesive surface. It's sharp petals close up into an upside-down cone-shaped cage if a bug lands on it, and then it's adhesive surface absorbs them as food.

Mazerabloom: A magic black, yellow, and purple rose that turns whatever's within 100ft of itself into a maze. It's dark-green thorns are curly, and it's stem is rooted thickly into the ground. When picked, the surroundings turn back to normal. When planted again, a circular maze will rise 100ft all around it.

Gorgifloon: A plant that produces helium from inside it's stem, filling the inside of a gelatinous blue bubble on top. The helium expands the bubble until it lifts off into the air. As the upper part of the plant floats into the clouds, seeds form inside of the gel. When it pops, the seeds scatter down from the sky, creating new species of plants when they grow on the surface. Another blue gelatinous top is created Days later.

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Examples of Places:

Depository Chasm: A large fissure in the middle of a series of crystal caves. The fissure contains countless deposits of different ores, gems, crystals, volcanic glass, silicates, oil, and fossils.

Relgibate Sanctum: An ancient temple inside a vast oasis in the middle of a desert. It's shaped like an upside-down egg, which is supported by 4 pyramids. The entrance leads to two paths; One leading up, and one going underground. Due to space-distortion magic, each path leads to the opposite place. The sanctum is home to angry spirits within the upper regions of the building, but if one ends up underground, it's a place of luxury and safety. The top is dark and riddled with disorienting layouts. Many who venture into the top hear whispers, feel hands grabbing at them, and can hear weeping from within the darkness. The underground has built-in rivers, springs, fruit trees, a library, open spaces of grass, gardens, fountains, fancy statues, secret lairs, and 15 large fancy bedrooms with enormous comfortable beds. It used to be a refuge for fleeing royalties and their closest associates during large-scale wars.

Diamond-Frost Lake: A body of water stretching roughly 2 Miles in diameter. It's in the middle of a snowy forest, and is usually frosted over with 3ft of ice. Down at he bottom of the lake are various different colored diamonds, each having their own unique growth formations and colors. They cover the entire lake-bottom, providing hiding places for underwater life between the nooks and crannies of the diamonds.

Femistine: A City only for females, ranging at 369 square Miles. However, traditional emphasis on the female gender isn't an underlying orientation among the community. Due to the different signature species of every inhabitant, some Nithians can be somewhat obsessed with similarities, which is why some communities are sometimes exclusive to a single gender. The City is no different than any other City on Planet Nith, aside from being only for females. Cities like this usually have no issue with population control, as one could probably imagine.

Krelger Voidlands: A massive hole in the middle of a vast scenic rainforest. The hole is round, and has a radius of 7 Miles. It's one Mile deep, and has an abandoned Town down at the bottom. The Town's inhabited by dangerous creatures, which like to hunt in the tall plants rising above each dilapidated building. Along the sides of the drop are vines and plants that allow one to climb up or down.

Mt. Edger: A black and grey mountain with an opalescent tinge. Various pieces of itself float around it, revolving like Planets. The more pieces that break off of Mt. Edger, the more revolve around in mid-air. There are forests, rivers, waterfalls, and small ponds on Mt. Edger, as well as caves full of floating rocks.

Towerscape: A vast land of strange rock formations. There are tall rugged black cylinders that protrude from the ground, each containing 8-20 sides. Their growth rates differ among each one, creating an uneven terrain. Water remains between the crannies of every space of each geological tower, serving as a habitat for aquatic and semi-aquatic creatures.

Relthome Town: An average sized Lake-Town with various inhabitants who use boats to travel back and forth from the community. The houses are made of various different species of lighter trees, allowing for safe floatable homes. The water is imbued with a mysterious type of magic that alters DNA. This alteration is safe, and will also only effect the life-form's future offspring. The offspring will be born with two of a certain trait, such as two heads, two hearts, two more eyes, two more arms, horns, tongues, tails, etc. The magic's source is unknown.

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Moons:

Bridlem: [Inhabited] 3,147.62 Miles in diameter. Ranges 230,469 Miles away from Planet Nith. Bridlem is seemingly made from mostly red sand. It's reflection of Cordios' light appears as a bright red-orange when viewed from Planet Nith at Nighttime. A civilization of sapient anthropomorphic creatures lives on it's surface, along with less sapient quadrupedal creatures. Most of, but not all of the celestial body is composed of dry desertlike environments. The rest is mostly scenic tropical rainforests, usually surrounded by fresh clean streams of water. A large portion of the Planet next to the Forested regions is a giant lake, ranging 1,057.7 Miles in radius. The lake was created by the impact of a water-filled comet long ago, and is teeming with life. Some regions of the lake are so deep, they reach down past Bridlem's frozen mantle, and partially touch the Moon's core.

Yirax: [Inhabited] 4,487.25 Miles in diameter. Ranges 231,896 Miles away from Planet Nith. A Moon with perpetual rain everywhere. It's environments consist of mostly water, but has one large island taking up 1,379.4 Miles. The island is partially volcanic, but also consists of mostly deserts and giant cacti that absorb massive amounts of rainwater. The cacti each have an umbrellalike top that grows outwards. The cacti are so large, that the inhabitants of the world are able to make houses out of them without harming the plant itself. The inhabitants of Yirax have rough beige, brown, or black skin, but are also semi-aquatic. They have webbed feet for traveling over sand or mud, or for swimming underwater. Their Fins reside on their forearms, forelegs, and on their thick tails. Different types exist on account of adaption; Mammalian species, Reptilian species, Chelonian, and Dragon species.

Dargwii: [Inhabited] 5,819.75 Miles in diameter. Ranges 232,957 Miles away from Planet Nith. A Moon with an evenly distributed amount of mountains, plains, forests, oceans, lakes, rivers, deserts, jungles, islands, etc.. The inhabitants are very focused on keeping the ecosystem balanced, despite the Moon's already more than stable environments. The inhabitants are quite fit and healthy looking, usually attaining semi-bulky appearances. In other words; They're hot.

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5th: Leptine (The Hybrid Planet) [Inhabited]

36,116.24 Miles in diameter.

Days: 38: Hours, Nights: 38 Hours

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Description: A world with almost only hybrid inhabitants. There are hardly any Planetary life-forms on Leptine that belong to just one species. Virtually all species are intermixed. This includes insects, vertebrates, invertebrates, mammals, reptiles, plants, and even crystals, which are actually a geologically-based form of life on Planet Leptine. The crystals are telepathic and can also record events much like a video camera would, and can visually play them back at whichever point in time a user desires. Plants like trees can be crossed with a vast array of any other plant species, such as cacti, fungi, flowers, moss, ferns, grass, other trees, etc. Entire forests of hybridized trees provide a vast variety of homes for the hybrid birds and creatures. Physical deformities are nonexistent to the inhabitants of Leptine, considering the variety of different traits within their genetics, which actually prevents diseases or deformation. Here are the Planetary species in which hybridizations occurs in all possible combinations; Felids, Canids, Wolves, Foxes, Otters, Mephitids, Mustelids, Procyonids, Lagomorphs, Marsupials, Ursids, Hyaenidae, Murids, Amphibians, Viperids, Serpents, Reptiles, Scalies, Dinosaurs, Dragons, Furred Dragons, Testudines, Delphinids, Sharks, Fish, Marine Creatures, Cervids, Angels (Furry/Scalie), Demons (Furry/Scalie), Reapers (Furry/Scalie), Bovines, Caprines, Avians, Equines, Gryphons, Manticores, Chimeras, Elementals, Chiroptera, Megachiroptera, Felkins, Kobolds, Gargoyles (Furry/Scalie), Triclops (Furry/Scalie), Slimes or Goo Creatures, and Salamanders. Each species has a quadrupedal counterpart, and an anthropomorphic counterpart.

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Leptine has 20 Oceans and 24 continents. Full of exotic forests and bizarre life which grow in many areas, Planet Leptine has various unique land formations. Layers of land had formed into mountains long ago, which grew hybridized grass, trees, and bushes (etc.) over the top. Between each layer of land, crystals and plants intermixed and grew, forming crystalline plant-life which grew over the sides of each layered cliff and mountain. Fungal or mushroom forests often look very beautiful, as each fungus is usually crossed between aesthetically pleasing varieties of other plants, such as flowers, trees, ferns, glowing varieties, living crystals, vegetables (etc.). Somewhat rare inhabitants are crossed between animals and plants, or sometimes animals and living crystals. Planetary inhabitants of Leptine are simply called Leptinians. All Leptinians share similar magic abilities, while still maintaining slight magical differences from one another, usually depending on the life-form's personality and/or genetic makeup. A Leptinian's magic is based on mimicking the functions of other creatures, except in a slightly different manner. Their magical mimicry can also copy other Planetary magic's. For example; if a Leptinian were to copy Cryovizan Magic, they'd preform powerful ice magic that cannot melt. However, in addition, there would be added affects to that magic, due to the additional magical abilities of the Leptinian. The additional affects vary depending on the Leptinian's personality and/or DNA. Areas called fossil-scapes are places where fossils decorate the environment almost everywhere, creating scenic natural displays of crystallized shells, carapaces, bones, insects, plants, and other life-forms from long ago. The average Leptinian lives up to 350 Years old, unless they're a Dragon, Angel, Demon, Reaper, Elemental, Tetsudine, Chimera, or Manticore (in these cases, they live forever with immortality).

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A proportionately small amount of floating sky-islands exist among the clouds above Planet Leptine's surface. There are 2,126 of them. Each sky-island is kept afloat by extremely light metallic plates imbedded within each island's base, most of which were formed from Planet Leptine when it was in it's primal age. 10% of the sky-islands are artificially made. The Oceans of Planet Leptine have differing regions; The 5 Opalescent Ice Regions, which are pure for drinking.. The 3 Icy Regions, which aren't opalescent, but instead have ice crystals growing off every iceberg.. There are 2 Bubbling Regions, each crowded with giant levitating bubbles. They come from magic stones called Aqua-Diamonds at the bottom of the Ocean. Each bubble is made of condensed water. The two Oceans are called Hydrowake, and Leviobrine. 3 other separate oceans are simply just oceans, maintaining a relatively regular amount of normalcy. 2 other Oceans are called the Greenwater Twinbodies, each having their own excessively abundant amount of undersea plants. The differences between the Greenwater Twinbodies is that the East Body's plants are sentient, while the West Body's plants light up when touched (especially from sources with higher temperatures). 1 Ocean called Torrentis is constant stormy, while the 2 next to it are calm, being named North Pearlwind and South Pearlwind. Both North and South Pearlwind are bordered from each other by Torrentis, and are each inhabited by sapient marine civilizations. Those marine civilizations look like Planetary inhabitants, except they have long fish tails along with their four legs, fins on each limb, gills, and sometimes fins on other parts of their bodies. The last 2 Oceans are the Radiant Ocean, and the Vibrant Ocean. The Radiant Ocean has mostly sea life that lights up, and it's waters have a tinge of glowing blue on the surface. The Vibrant Ocean belongs to various life-forms who are brightly multicolored, and the waters are indeed far more vibrant than the other Oceans.

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Hybridized plants, fungi, crystals, and other life-forms contribute to many different areas, such as Jungles, Deserts, Oceans, Marshes, Swamps, Lakes, Forests, Tropical Areas, Beaches, Rivers, Ponds, Springs, Mountains, Volcanos, Savanna-Like Areas, Cavernous Areas, Sky Islands, Subterranean Areas, Craggy Areas, Cities, Towns, Villages, Tribal Areas, Tree-Cities/Towns/Villages, Heaths, Snowy Wastelands, Floral Wilderness, Crystal Cluster Fields, and Unique Land Formations. The Floral Wilderness regions aren't as harmless as they sound. Some flowers might be toxic, highly carnivorous, parasitic, symbiotic, or may have hallucinogenic properties or dangerous effects on the body. Most floral forms of life in the Floral Wilderness are healthy to breath in or touch. Crystal Cluster Fields are massive fields which are inhabited by living crystals that grow from the stones, ground, and trees. These area can sometimes be intermixed with the surrounding plants and vegetation. Cities and homes are commonly built with stone or non-sentient crystals. Raw crystals are often sturdy, and can be used as effective pillars for any structure. Flammability tests must be administered before using any kind of wood, or else there's no telling what could happen.

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History: Leptinian myth describes a story about a legendary warrior named Hybria. A swordswoman composed of all different species, not only from their Planet, but also from 9 other different worlds. The story tells about her being a slave from long ago, one who was treated the worst out of any slave, due to her specific species' unidentifiable lineage. After Years of abuse, Hybria discovered later in her life that she had incredible magic power, and was also naturally masterful in the ways of the sword. This Era was primitive, so most didn't know slavery was wrong. Hybria used her power to challenge many opponents, sparing each one she defeated, then preached about the immorality's of slavery. The inhabitants of that Era were mentally flexible, so most of what she preached brought sense and logic to everyone. With the goals to abolish worldwide slavery, Hybria fought against entire empires and governments, eventually changing their minds as well. Back then, fighting was an ideal way of proving one's superiority. The myth is actually real, unbeknownst to most of Planet Leptine's inhabitants. After changing the world's views and forcibly abolishing slavery, Hybria was said to have embarked into space somehow, in search of whoever it was that created her. Nobody in that Era knew what a spaceship was, but Hybria had somehow gotten her hands on one. The stories described her departure as "Embarking into the skies within the beak of an iron birdlike contraption".

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Their history's maturity advanced at a much higher rate than it would've because of Hybria's influence. Hybria's accomplishments were so incredible, that many in the future had dismissed the stories about her as just mere myths. The other Planets of the local System conducted a healthy relationship with Planet Leptine, having established many legally-sound trading routes between it.

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Community/Culture: Festivals run every once a Year in celebration of slavery's abolishment. A holiday called Hybria Day is held with vast public buffets, dance parties, gifts, and services to one another in light of their equality. At the end of the Day, a white flag with a red and blue X is hung as a symbol of freedom and each other's complimentary differences. Architecture and home decor almost always appears exotic and fancy, being made from various organic hybridized materials. The Leptinians often have very colorful personalities, and many are quite interested in non-hybrid species from other worlds. Cozy wooden inns are established in many regions of their Planet, providing weary travelers with food and shelter. Sapient quadrupedal inhabitants like to live in caves and houses alike, usually having very few complaints of either environment. Those who live with the trees build sturdy glass structures and platforms around them, capable of withstanding bullets. Trees are well-protected, and only get cut down at a certain age. Markets are mostly ran in available City spaces, selling extremely unique magical products and basic commodities. Leptinians are strangely accepting and are known to fluently change their perspectives on things. The vast majority of Leptinians value education and truth, causing them to discover new things quickly. Their advancements have gone far beyond just space travel, having such intellects that they can even build portals. Leptinians are less absorbed with their own opinions than other Planetary species, making them suitable for near-perfectly unbiased debates.

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Medical professionals are some of the greatest minds on Planet Leptine, considering their job requires a much higher than average IQ. There are so many different varieties of species in their world, some would say it's impossible to meet all of the requirements as a Medical Professional, although it's quite contrary when witnessing the effort and incredible intellect of Leptinian Doctors. Leptinian music is produced through almost countless varieties of instruments, being made from multiple different types of wood and metals. The different materials effect the sound of the instruments drastically, providing a vast array of different music styles. Almost every Village, Town, and City peacefully manage a community garden which is contributed to by each inhabitant.

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Currency:

Crosshatches: A variety of sturdy round metal rings measuring 50 mm in diameter. The rings have metal wires going though them, each metal wire crosshatching with that of other varieties of metal wiring. The rings are enchanted with magical properties that keep the metals forever preserved as long as they're touching the rings. Each element is as rare as the price tells. (Note that some elements can be more or less valuable on other Planets) The sub-currency below Crosshatches are called Solids, which is simply a solid coin made of semi-common varieties of metal. The Solids have the letter "S" carved on both sides, with the value etched in smaller writing below.

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$2: Aluminum Wiring x Copper Wiring

$6: Copper Wiring x Iron Wiring

$10: Iron Wiring x Scandium

$20: Scandium x Erbium

$50: Erbium x Silver

$100: Silver x Gold

2¢: 17 mm Solid (Aluminum)

6¢: 15 mm Solid (Copper)

10¢: 17 mm Solid (Iron)

20¢: 1 cm Solid (Silver)

50¢: 0.5 cm Solid (Gold)

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Examples of Plant Life:

Blue Daleseed: An exotic blue flower with 5 slightly arched petals, each petal measuring 6 inches in length, and 3 inches in width. It's center has 3 yellow protrusions covered in pollen. The flower itself has tiny branches attached to the stem, each containing multiple green seeds at each ending. The flower's seeds will bloom, using the flower's withering corpse as sustenance until they root into the ground. Each seed catches DNA from another plant, which hybridizes them into a new type of plant each.

Epilentid: A species of plant, flower, fungi, tree, etc that hybridizes with an Elemental. The life-forms are always plant-like, but are also 50% Elemental, which gives it considerable sentience.

X-Flower: A flower located at the center of Planet Leptine's core, growing in cavernous areas of it's regions. The X-Flower is a mix between all species of Plants on Planet Leptine, having been mixed in a fairly different primordial stew than the other plants. It's petals and form interchange between different shapes, textures, colors, types, densities, transparencies, contrasts, and styles. It's made of a large amount of concentrated magic. Massive fields of them exist at the Planet's core.

Slimebirth Tree: A looming blue-green tree with a slimy transparent appearance. The branches contain sacks at the ends, each developing hybrid life-forms crossed between a slime and otherwise. The tree will swallow up and dissolve any organic creature that touches it, then incorporate their DNA into a unique Slime hybrid. Most varieties use a close-range aphrodisiac to lure prey in.

Egg-Vault: A plant that starts out as an egg. The eggshell cracks once it's matured, then fertilizes the plant with it's broken remnants. There's no telling what kind of plant will appear from the egg. The Egg-Vault isn't normally found in nature, but is instead a genetically altered plant created by a toy industry. It's seed results in more varieties of Egg-Vaults, which is why the product had stopped selling.

Alkopod: A plant with an enclosed spiky organic capsule. The liquid contents inside the pod are a hyperactive primordial stew, which rapidly creates plant life wherever it spills.

Serpalbirch: A hybrid tree containing branches made of plant-based snakes. Each snake is a different breed, but is similar-looking because of their resemblance to the tree. Each snake-branch has a different flower growing from them, making use as an ideal disguise. They eat any small creature that climbs over them, swallowing them whole. The snake-branches will often pull in a frenzied tug-of-war, competing towards who gets to swallow the prey.

Narnump: A glowing green flower with analgesic effects. It's bloom is shaped like a cup that spreads out, then curtains down it's circumference. Using it's effects more than twice makes the analgesic chemical obsolete.

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Examples of Places:

Sea-Song Glacier: An ancient ruin made of ice in the middle of a snowy wasteland. It's architectural structure is built somewhat like an ice pyramid. The structure has multiple indentations and holes, allowing the wind to blow through to produce a loud ancient tune. The ruins were made into a shelter for weary travelers, signaling them with it's melodic tune to come and rest. There's an underground region that muffles out the loud sound produced by the pyramid. Those subterranean regions are equipped with beds, kitchens, and storage rooms for food.

Nobakladot: A certain region where all creatures, plants, and crystals look entirely different, despite all Leptinians already appearing unlike one another. All plants are slightly darker, the hybrid inhabitant's eyes are more beastly, and the crystals don't glow, but instead absorb the light around them. Even the skies themselves appear much darker in those regions, but nobody knows why. Various cryptids are said to wander Nobaklodot, hiding in the shadows. Other than that, it's an exceedingly rich area, full of great food and unique environments.

Plant Analysis Corporation (PAC): A vast complex that cuts down aging trees. They analyze them using advanced technology in order to know their exact compositions, then use them for their best possible purposes. PAC plants two new trees for each one they cut down. They're located in the middle of the woods within a large peninsula. Their building is made of a variety of stones, crystals, metals, and few amounts of wood. The structure is architecturally fancy, and is guarded by a tall stone-brick barrier equipped with an iron gate. Denizens of Cities and Towns like to buy their materials in order to build multiple different objects and structures.

Cryopuddy Caverns: An icy cold cave composed of Frost Elementals hybrids, and Slime Elemental hybrids. The cavern walls are permeated with various different colors of frost mixed with slime. The Elemental inhabitants stick to the walls and ceiling, looking for small prey, fungi, or plants to consume. There are many pathways to take through the caverns, forking in various separate directions. Different parts of the caverns contain slightly different varieties of Slime/Ice hybrids, even though all look relatively different to begin with. Some parts of the cave may contain frosted slimy surfaces that glow in the dark, illuminating a variety of colors.

Slyvesh: A large City made of dense waxy clay materials. The materials are categorized as Primoxinite, which comes in a variety of colors and textures. The substance holds firmly to maintain each structure's appearance, being used with an array of stones and rocks for each building. The City is unable to catch fire, and is highly absorbent of water, which reduces the likelihood of floods. It's buildings are however, prone to a much different natural phenomenon; The overgrowth of plants. Due to the excessively rich compositions of Primoxinite, each building in Slyvesh is bound to be overgrown with plants, which is caused by merely the accidental drop of a single seed. As a result, plants, nuts, seeds, and fruit are all outlawed from the City. There are vast open regions of the City where such things can be eaten, but are kept under exceedingly close watch. Houses that've been overwhelmed by plants no longer appear as houses anymore, but instead a massive hoard of plants and shrubbery.

Lake-Shore Island: An Ocean island measuring 21 Miles in diameter. The island's circumference is "O" shaped (2 Miles in width), containing a 19 Mile lake in the center. The lake is teeming with odd, bizarre, and unique aquatic life. The shallow sections of the seashores around the island have sharp hoards of coral growing everywhere. One can only reach the island unscathed if they're either resistant to sharp objects somehow, or have a sturdy boat (or means of flight).

Omnopin Town: A relatively average Town among the communities of Planet Leptine. There are small shops that sell magic items or furniture, food-markets selling exotic fruits and veggies, Town Squares which sometimes hold events, diners, food bars, inns, gem shops, and a community garden handled by the denizens of Omnopin.

Crystal-Crust Mountain: A large inactive volcano with three crystal spires on top. The mountain is holed with caves that are filled inordinately with crystals on the inside, almost each and every one being a slightly different variety of crystal. Each formation is extremely hard to mine, to the point that miners have to give up on extracting them. Some crystals glow, putting on a translucent display of lights throughout the caverns. Small lakes of water can be found all around within the cave, containing aquatic crystalline hybrid creatures (most being tame). The 3 crystal spires at the top of the mountain refract moonlight and sunlight, producing harmless multicolored spectrums of light over the environments around it.

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Moons:

Reigard: [Abandoned] 7,320.6 Miles in diameter. Ranges 211,574 Miles away from Planet Leptine. A Moon composed of mostly metals and metal alloys, giving it a highly reflective surface at Night on neighboring Planets. It's rocks often move seemingly of their own accord, but that's because there are magnetic rocks almost everywhere on Reigard. Inhabitants discovered ways to get off of Planet Reigard, working hard to build spaceships and shuttles. Their metallic houses still remain there, covered in metal dust. Some Cities have been buried by massive metal dust storms, while others still remain intact. Trees and plants seem as though they're made of silver-based materials, growing disproportionately like silver would. Reigardians now roam the cosmos looking for ideal homes. They are hard-skinned Salamandrian creatures, with flesh capable of breaking steel, and straight metallic horns protruding from their scalps. Their horns allow telekinetic control over magnetic materials, and they themselves are extremely heavy.

Stiplet: [Inhabited] 9,872.7 Miles in diameter. Ranges 223,907 Miles away from Planet Leptine. Stiplet's inhabitants are puny, being an average of 35 mm in height. Their civilizations like to take shelter underground, since weather such as rain, snow, sand, dirt, and wind have a massive effect on them. Underground life involves multiple large tunnels, and various living spaces and complexes. Some Stiplites have the obligation of knowing when it's safe to travel up into the surface, then venture forth to bring back materials. Stiplet's inhabitants may be small, but the trees, plants, fruits, veggies, fungi, and crystals are of an ordinary size, which is comparably large to the Stiplites. In some areas underground, there are large spaces dug out which serve as a layout for Cities, shops, agriculture, businesses, and livelihoods.

Hemigen: [Inhabited] 7,495.4 Miles in diameter. Ranges 200,984 Miles away from Planet Leptine. Hemigen is a Moon conjoined with that of another Moon, meaning it has two cores. Volcanic activity is powered by only one core and it's mantle, while the other is inactive. It's inhabitants, which are comprised of quadrupedal and anthropoid varieties of Canids, Felids, Reptiles, Dragons, Equids, Marine Creatures, Mustelids, Murids, Avians, hybrids, etc., all have heterochromic eyes (corneas). All flowers and fungi tend to branch off excessively like trees, while actual trees tend to grow at extreme heights, and branch off way more than any usual tree. Oceans are incredibly dangerous to travel on, even by aircraft. A borderline of rapid currents and powerful torrents rages between the conjoined Moon(s).

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6th: Zelt: (Bizarre Life and Mimicry Planet) [Inhabited]

15,956 Miles in diameter.

Days: 31 Hours, Nights: 31 Hours

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Description: A bizarre Planet with strange life and odd formations everywhere. Plants and creatures come in various forms that wouldn't seem natural on other Planets, as well as fungi, rock formations, crystals, and other types of phenomena, some of which don't classify into any sort of known category. See "Examples of Plant Life" for details. Some small examples include; Trees with the flesh of mushrooms, and transparent golden pods filled with fluids on each branching end.. Crystals that open and close from the tops, sometimes projecting peculiar multicolored beams into the sky. Waters that are misleadingly clear, but are in fact not water, instead being gelatinous Mimics of some variety. Giant crustaceous-looking trees that fold down into the ground like boney accordions laced with clear white films.. Symbiotic fleshy orange worms with membraneous wings that swoop down from the clouds to latch onto and control any available host. There are many strange creatures and phenomena which dwell on Planet Zelt, many appearing completely random, yet still serving as a valid member of the ecosystem regardless. Strands of what look like slightly illuminant blue hairs sway at the floors in some areas of the Seas, serving as an adequate abundance of food for fuzzy aquatic mammals with membraneous wings, and other equally strange creatures. Blue cottony growths form within the shifting and moving deserts, each containing a grey pod in the center. They absorb moisture, catch bugs, and eat non-mammalian creatures. "Jungles" are areas with a vast variety of plants and other life which grow abundantly, most looking quite strange, excessively exotic, or peculiar by nature.

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The Florascapes are beautiful yet very dangerous areas, having a variety of carnivorous flowers, trees, mushrooms, plants, and some of which are cannibalistic. Some plants in the Florascape are completely mobile, whether it be in a slithering fashion, walking on multiple rootlike appendages, or even flying with the use of leaves or petals. Solid clouds made of a light-weighted spongy material float high in the sky, usually surrounded by regular clouds. The spongy clouds are inhabited by blob creatures that perpetually change colors, and take on a fluid-like appearance. They have insanely low metabolisms, making them much less gluttonous than they appear. They eat any animal that's smaller than them, and they come in different sizes. On rare occasions, these blob creatures will rain down onto areas containing large amounts of water, usually to fill up on fish and invertebrates, but will still eat anything else made of meat if given the chance, and if consumption is possible. Caves contain odd creatures as well, one of their inhabitants being a dark purple rope-like creature which hangs from the ceilings, extending a set of 10 adhesive pseudopods at the end of it's bulb (meant for capturing/consuming animals of the Chiroptera Family). Some caves are sentient creatures, having been born biogenetically as a literally living environment. Caves with pure white stalactites (teeth) should be cautiously avoided. Often at times, eyes will be seen on boulders or icebergs. However, it should be noted that these are life-forms with adhesive soft skin, capable of absorbing organic materials upon physical contact. A specific species of Bat flocks Planet Zelt in the Daytime, taking on the appearance of a colorful butterfly with fake compound eyes. The bats have no eyes on their heads, but instead contain a pair of functional eyes on their wings. Their eyes can see through both sides of their wings, and their ears have fake antennae's that stick out from the tips.

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Equid-like species roam several different environments, having the ability to immediately adapt by changing into a more suitable breed for any ecosystem they venture into. They can change into breeds capable of swimming in and breathing any kind of water, traversing and surviving hot deserts, running on and surviving snowy wastelands, climbing and seeing through dark caves, becoming camouflage in environments like Florascapes and jungles, and even changing in accordance to the Seasons. Dragons roam virtually all environments, being in the land, air, and Sea. Each Dragon is relatively unique, each having adapted to a different combination of environments. Felids and Pantherine creatures can turn completely invisible due to their evolutionary histories. Any creature that undergoes the process of metamorphosis has the ability to transform back into a cocoon or chrysalis, thereby strongly increasing their durability, and using it as a disguise. All of Zelt's Planetary inhabitants have the ability to change their own colors, wether it be in their skin, hair, scales, fur, eyes, feathers, shells, blood, etc. Each sapient Zeltian has a shared magical ability originating from their Planet. It allows them to transform objects into their own loyal Mimics. This is done by imbuing an object with sentient energy. Zeltians can endow this energy through any of their senses, creating terrifying Monsters out of mere plants and objects. Most Zeltians can also roughly assume the form of plants and objects, mostly by extending, shortening, contorting, or temporarily dislocating their bones, limbs, organs, etc. Zeltians are able to use this ability to fit through small spaces, avoid critical injuries, and modify their bodily structures so they can become physically capable of preforming certain tasks. This is all done without any harm to their bodies whatsoever, and is in-fact healthy for them to do on a daily basis (much like stretching).

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History: Hundreds of Years ago, magical weapons of mass mimicry were developed for the sake of defending against terrifying predators, of which were many on Planet Zelt. These weapons were large objects and statues that were built solely for the sake of being turned into Mimics, which would then be used to fight against wild predators trying to break into sapient civilizations. This process is was what led civilizations to create mighty kingdoms which would capture the beasts, then tame them in the Hall of Behemoths. Three of the strongest kingdoms were called Dranovane, Willowake, and Mnolia. Two of these three kingdoms were abandoned before being destroyed. The only surviving kingdom was Dranovane, since it was the first and only kingdom that decided to tame wild monsters, rather than destroy them. Fighting and killing the behemoths only enraged them, resulting in the destruction of the other two kingdoms. Citizens of Dranovane were taught the ways of taming, and were also taught how to teach their children in the next generation. Dranovane eventually became a Country rather than just a kingdom, claiming dominion over, and protecting 2/3rds of their own Planet.

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Community/Culture: Bizarre looking Monsters and Mimics are incorporated into everyday life, serving as innocent and loyal servants to those who own them. Though less sapient, every Monster or Mimic executes tasks such as harvesting food, defending their owners, sending letters, pulling (or being) transportation, and in many establishments, they are just helpful pets. Buildings are adorned with genetically modified flowers and plants that eat only the pesky types of bugs that no one likes. Some inhabitants like to survive out in the wild rather than live in civilization. Sometimes clashes will occur between those who're trying to survive, resulting in fights between one another's Mimics. Those in more civilized areas tend to live simpler lives.

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Currency:

Zelts: Named after their Planet, Zelts are dodecahedrons measuring at 20 mm in diameter, each of different value being separately made of stone, iron, crystal, silver, diamond, copper, and mantathine. Mantathine is an opalescent metal that is semi-translucent, and gives off a feint glow in the dark. It's found in the deepest depths of Planet Zelt's Ocean floors. Copper is the most valuable metal on Planet Zelt, making it the primary composition of the highest currency. Even diamonds aren't as rare as copper.

Stone Zelts = 1 Z

Iron Zelts = 5 Z

Crystal Zelts = 10 Z

Mantathine Zelts = 20 Z

Diamond Zelts = 50 Z

Copper Zelts = 100 Z

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Examples of Plant Life:

Masked Darkroot: A sinister looking fungi hybridization suffused with a fuzzy grey root. The surface of the plant pokes out of the ground, seeming as though it were a skull with a pair of eye sockets, partially submerged above the soil. It's effects can be devastating if eaten, but serves as a nutritious meal if boiled for over 30 minutes.

Shedalt: A rough thick flower with 6 long magenta petals, dark brown spots, and a yellow-orange center. It's exterior sheds itself like skin whenever it requires to change in accordance to the Seasons, or the surrounding environment. After shedding, it gains a new appearance and may receive different behaviors as a plant.

Pendora: A greenish yellow plant that hangs and grows from trees or dangles in caves. It somewhat resembles a stretching sack with a glowing bowling ball inside. It lets off a gentle golden light, and can survive off of the nutrients in gains in trees or mineral-rich rocks. Cutting one open will result with it producing a chaotic series of shrieking noises, along with causing it to convulse with herculean speed.

Glifter: A plant that resembles a feathery red artichoke, spreading it's leaves like a flower when Daylight covers it. After blooming, the Glifter releases a potent hallucinogenic aphrodisiac with additional paralytic effects. The strange effects come from the pollen, which is way too easy to catch scent of. The mere scent itself will send those who smell it into a paralyzed state, likely creating extremely detailed sexually oriented hallucinations.

Oxemica: An oddly shaped fruit that's shaped like a fat green "X" and has blue spots throughout it's skin. It grows from a mahogany tree with waxy bark, and green leaves that look like they have 3 barbs. The fruit is very sweet and tangy at first, but becomes extremely spicy after roughly 10 seconds.

Calticus: A thick white plant that branches three ways like a cactus. It's skin is crystallized with calcite, having needlelike protrusions of the same material poking out every which way. The flowers at the top are a faint blue, and are illuminant when cloaked in moonlight.

Fizkot: A large soft fruit that contains carbonated nectar on the inside. It has fuzzy soft pink skin, and is the size of a melon. The vine it grows from is strong, capable of holding a dozen at once. The vine's leaves are shaped like the pointed end of a dragon's tail.

Writhnet: A yellow fleshy looking plant that rests just at the borderline of the ground's surface. It has what appears to be rows of black teeth. It waits around for unwary rodents to draw near, then it extends from the ground like a snake, capturing the prey with great speed. It writhes as it consumes it's victims.

Mordrittle: A purple weed that keeps transparent pods of water stored hanging off it's stem. The top is a spiky indigo flower with a white center, and can cure skin diseases just from poking you.

Stringroam: A grey clam-like plant that opens up and releases 8 sticky red strings with black eyes at the end. They slither around looking for blood-sucking insects, arachnids, or other kinds of blood-loving creatures. The strings are adhesive, and will draw back quickly once they've caught something to eat.

Lavnorch: A purple moss with a wonderful scent, smelling like a variety of sweet flowers. It's scent makes creatures peaceful, and the moss is healthy to eat.

Nanomanths: Very small white flowers that grow off of other plants. They spread quickly, eventually covering entire trees and plants with tiny white petals. They absorb the moisture from the air, then inject it into the plant's system, giving it lasting nutrients.

Dornites: A strangely intelligent plant that knows where one wants it to grow. Dornites are just thin green vines that grow pink berries and red flowers. It will understand if you're unsatisfied with where or how it's growing, and will try to adjust itself accordingly. It's berries and flowers are a default of pink and red, but will always change to it's owner's favorite color in the meantime.

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Examples of Places:

Soshland: A strangely flat terrain with shallow waters. There are glowing crystals protruding all around, each sometimes opening and closing. The place is most peaceful and beautiful during the Nighttime, and one can see the scenic view of the blue mountains in the distance.

Segarlet: One of Planet Zelt's many vast regions full of colorful and exotic plants, flowers, crystals, and multiple other living growing formations. Even the inhabitants of these areas aren't fully sure what every plant does, or if they should be avoided or not. Some may respond to sound, light, water, other elements, or even specific emotions.

Scanvas: An empty environment with seemingly nothing but gravel. The terrain is magic, and can copy the homeland of anyone who ventures into it.

Pseudo Falls: A series of interconnected lakes, rivers and waterfalls, many existing on different heights than one other. While their appearances do look convincing, half of them are actually massive clear Slime creatures. The Slimes possess such fluidity that they can imitate even the waterfalls. Signs are put up around Pseudo Falls, warning visitors of the Monsters.

Thackard Avenue: A long road with a series of large old buildings on each side. Once someone has gone down Thackard Avenue, buildings will become lesser as trees become more prevalent. After continuing to travel down this path, it would be wise to stop at the last house. When it comes to the point where one cannot see anymore houses, and can only spot trees, the path will disappear, leaving the traveler lost in the middle of the woods.

Fool's Castle: A castle in the middle of a tall crater. Only the tower's roof is visible at a certain distance from the crater's outer surface, but once you start coming down the carved steps of the crater, the Castle becomes more and more visible. Fool's Castle is down inside a crater for a reason; Everything inside the structure is a monstrous Mimic! From furniture, to plants, doors, and even the water, everything is a Mimic, including the castle itself. The halls can often grow teeth, and start waving like flesh. The large castle door opens by itself, inviting prey inside.

Arms Cavern: Thankfully not an actual cavern of limbs. Arms Cavern is a deep cave that gradually ramps down underground further and further. Everywhere within the cave there's nearly countless different weapons imbedded in the wall and ceilings. Varieties of swords, daggers, machetes, spears, tridents, ball-chains, bows, arrows, whips, staffs, knuckle braces, maces, battle axes, war hammers, throwing knives, etc. Each weapon is imbued with a different enchantment. Once one is pulled out, another two knew weapons grow back in its place. The cave is enchanted only to allows true heroes to enter.

Telvari Town: A simple Town made of redwood, and a sturdy material called black claystone. Denizens of Telvari Town grow and harvest their own fruits and vegetables, as well as hunt in the redwood forests which they built their Town in. For traditional reasons, mostly female denizens hunt for food, while most male townsfolk do the farming.

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Moons:

Markot: [Inhabited] 3,757.3 Miles in diameter. 208,439 Miles away from Planet Zelt. A Moon with pale grey desert sands everywhere, causing a silver light to reflect off of it during the Nighttime when it's dark on Planet Zelt. It's inhabitants consist of giant iron-plated Serpents that slither and dig though the deserts. Their eyes come in varieties of blue, grey, yellow, orange, and brownish. They feed off of metallic crustaceans who also burrow into the dirt, looking for iron-rich metallic worms.

Speld: [Uninhabited] 4,956.7 Miles in diameter. Ranges 222,498 Miles away from Planet Zelt. A barren Moon with seemingly nothing but white dirt and brown sand. It's lakes are liquid nitrogen, but have nothing living within them. A few caves with valuable blue glowing diamonds can be found underneath the ground, but that's about it.

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7th: Kroth: (The Horrific Planet) [Inhabited]

47,954.8 Miles in diameter.

Days: 67 Hours, Nights: 70 Hours

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Description: Planet Kroth is a legitimately scary world. Everything from the trees, waters, and dirt, to the inhabitants living within it. Planet Kroth's environments are typically dark, usually holding sinister or mysterious presences wherever darkness is most prevalent. Areas such as snowy wastelands and desert wastelands are perpetually filled with billowing winds, kicking up snow or sand which makes it hard to see 3 ft ahead to 30 ft ahead, depending on the severity of the storms. Ice Elementals dwell in the snowy regions. They are spiky floating mounds of sharp ice with dark eye sockets. They can transform into anthropoid figures, producing an icy black flame wherever they walk. They have arched horns made of ice, and like to hide in deep snowbanks. Snow Wraiths tend to appear in random instances, usually staring from far away until their target looks away from them. They get closer and closer each time their target looks away, then eventually strike with insane speed, freezing the victim to the point of shattering. Desert wastelands are filled with mixes of pitch-black sand, and grayish red sand. These areas are filled with entities called Capehoods. Black-robed entities with red capes, although that's the only attribute that can be identified. They float without feet, and their hoods are too dark to see into. Looking at a Capehood for too long will result in a powerful psychokinetic force pulling the victim towards them at high speeds. Afterwards, the victim is absorbed into the robe as the last thing they hear is a shrill deafening scream. Tendrils will come out from under the robe, keeping the victim trapped until they're dead. Capehoods also like to devour Sand-Wraiths, which adds greatly to their strength. Multiple varieties of skeletons surface from the sands, each covered in an armorlike skin made of condensed sandstone. Entities and creatures inhabiting the wastelands are vast in a variety of species, each one appearing quite terrifying.

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Unpredictable or random instances tend to happen on Planet Kroth. Out in the forests, mounds of flesh can be seen writhing over trees, some having distinguishable eyes. Faces move within the wood, each being a lost Soul trying to escape. Large and deformed anthropoid reptiles can be heard stomping through the woods, holding lanterns to see if they can find any prey. Whispers are heard within these woods, telling passerby's which way to go, or where not to. Bodies hang up high in the trees, but disappear once looked at again. Abandoned graveyards hold vengeful Spirits whom rage upon anyone who steps over their graves. Chains rattle in some places in the woods, usually attached to roaming behemoths with a maddening bloodlust. Some trees will become possessed by corrupted Spirits, causing them to attack unsuspecting victims with their roots or branches. Roads are torn up, and sometimes overgrown with grey tendril-like plants, especially next to forested areas. Grotesque vanishing giants roam almost all areas of the Planet, especially the forests. Some have clearly visible visages, while others may have no faces at all. Some trees that have been corrupted by dark supernatural forces will have arms and clawed hands, and will lunge after anyone who draws near, then devour them by stuffing their bodies into a crevice lined with thousands of fiery hot needlelike teeth. Hives of insects should be avoided, considering most are likely to attack a living victim by burrowing into their flesh. After killing them, their bodies are theirs to control, even using their memories as a way to trick those close to them. Massive arachnids like to hunt down these insects, preferably when they've found a host.

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Planet Kroth's 40 Oceans are some of the worst areas to venture into, considering a vast variety of Monsters and Sea-Demons inhabit the deep. If Oceans aren't extremely still to the point of making one feel uneasy, then they're otherwise stormy with raging fits of lighting, thunder, wind, waves, and rapidly falling rain. Fog often appears when Seas are still, usually bringing unholy creatures of the abyss with it. Massive shadows may be seen underneath the water's surface sometimes, especially when on a boat. "Sirens" on Planet Kroth are really massive creatures called Lurkthralls who hide at the bottom of the Ocean. Lurkthralls have large tentacles which can assume the form of a victim's most desired partner or mate. They can use these tentacular puppets to talk though, and will eventually pull them underwater once they're most vulnerable, consuming their body alive with rows of sharp teeth, but keeping their Soul. Their real body has a bumpy squid-like reptilian head filled with souls, and a Salamandrian body with fins. Enormous toothy orifices in the seafloor can stir up whirlpools, trapping available prey to consume. The icy regions of the Sea contain frozen bodies all over, some still able to move after thousands of Years. Sea Wraiths come from large melted ice, usually forming inside them rather than having been frozen within them long ago. It's unknown how or why this occurs. If unfrozen, Sea Wraiths will summon storms of lightning, hail, rapid currents, and will also freeze the surrounding water repeatedly, breaking it with rougher storms over and over again, until the victim is finally dead.

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It'd be wise to avoid randomly appearing basement doors, which can come up in any location, often in places that are stormy, lethal, or unsheltered. However, while these doors do pose as shelter, they're not to be trusted. They lead to multiple different regions of Planet Kroth's core, which holds the source of all corruption and supernatural activity on the Planet. They're controlled by Demonic entities called Door Fools, who lure mortals in by summoning the doors in convenient areas. The main Planetary inhabitants of Kroth have full black eyes, full white eyes, full red eyes, full dark-green eyes, full yellow eyes, full orange eyes, and full grey eyes. Their fur is naturally disheveled to a slight degree, and most of them hate wearing clothes that aren't ragged or light. Regardless of species, all Krothlings have horns or antlers, and have extremely sharp teeth. Krothlings have a set of 4 tendrils that can protrude from their backs, and are much harder at the ends, providing them with an effective means of self-defense. Krothling's bodies have instant regeneration, allowing them to survive most supernatural attacks. The average Krothling lives for 225,400 Years, unless they're part/full Dragon, Demon, Angel, or Reaper, in which case means they're immortal. Krothian magic involves the manipulation of darkness and the convulsive reanimation of dead plants. Equine and Caprine creatures can turn into shadowy figures, capable of traveling through darkness like portals.

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History: Krothlings used to have a world of no corruption, no supernatural activity, and no intense violence. They were more peaceful than most Planetary races, until a strange entity visited their world. The creature was powerful, and had skin darker than the deepest Night. It told the inhabitants it wanted to "hide something" within their Planet's core, and that it would only keep it there for a few Years. Many inhabitants tried to refuse, but were killed instantly once they showed any rebellion. Since the Krothlings had no power to control what was happening, the entity did what it pleased. Afterwards, only terror infixed, making the world more terrifying each Night. Soon their world was consumed by dangerous corruption, and terrible creatures of the darkness. The Krothlings gained large lifespans, and were made into intimidating creatures themselves. They started to look somewhat ferocious, and had gained a slightly scary appearance, also having gained powerful tendrils that convert in and out of their backs. It'd been "a few Years" like the entity said, in fact 250 Years, but the entity never returned to take back what it hid inside Planet Kroth's core. The phenomenon's effects had become virtually irreversible at that point.

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Community/Culture: Krothlings are the best Monster Hunters in the entire Vitaloc Galaxy. They are natural professionals when it comes to tracking down and killing/capturing supernatural entities or Monsters. They live up in high mountains, where dangerous supernatural activity is not only less prevalent, but is also weakened if they're in those areas. Krothlings live in high towers supported by large castles. Since they have supernatural strength in their back tendrils, building enormous structures is made incredibly easier. "Schools" or in other words "Strengthening Facilities" are provided in the clouds, where mechanical aircraft islands are established in order to give a safe learning environment. Getting into the air is made possible by a unique and revolutionary bat-like contraption that's installed onto a Krothian's tendrils, allowing them to flap into the skies by using their extreme tentacular strength. Menageries are built in secret Sky Islands, used for studying the Monsters and entities they capture. Krothlings are clever and intelligent as a Planetary race, but have a misleadingly dark and monstrous nature. However, their creepy behavior is just a mental/social trait among Krothlings, while they are actually very sophisticated in a lot of ways.

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Currency:

Bones / Skulls: Bones and Skulls don't have very specific values, but are often traded for a variety of items or services. Bones and skulls are used everyday, having various different purposes; Accessories in clothing, armor, buttons, rings, jewelry, candles, chandeliers, toothpicks, furniture, brushes, weapons, specific food dishes, alchemy, bait, ground fertilizer, decoration, trophies, ornaments, utensils, staffs, and gothic architecture.

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Examples of Plant Life:

Floraboss: A sentient giant glowing flower with 7 pale orange illuminating petals (each slightly arched). It has three blue protrusions containing pollen that's discharged onto other plants. Once the pollen touches the plants, they begin glowing with their own colors as well, then start to move via the Floraboss' command. The affected plants work as guards to protect and nourish the Floraboss.

Regal Snapper: A flower bulb with colorful butterfly patterns over it's petals. Its bulb splits into four segments containing sharp thorn-like teeth arching towards the back of its throat. Its fang-thorns are covered in a paralytic venom. The Regal Snapper slithers on the ground after being disconnected from its roots.

Trench Bloom: A gray 8-petaled flower with a black center that grows in low altitudes. It measures up to 5 meters long in diameter. Trench Blooms wait at the bottom of trenches or far drops, ready to devour any organic creature that falls into its surface.

Snakeroot: A humongous beige tree with thick moving roots, and long green teardrop-shaped leaves. Each root is a giant snake, being 7 times larger than an Anaconda. The Snake roots devour large creatures like larger ursids, larger equines, Gryphons, and large behemoths or Monsters. Protein and nutrients are provided for the tree as a result. The Snakeroot may be a carnivorous killer, but its bark has supernatural healing abilities, and reinforces a consumers bodily resilience.

Grimfruit Tree: A tree with leaves marked with black and red eye patterns, a pure white trunk, and roughly cylindrical fruit with skin that looks pearlescent. Eating the fruit won't have any immediate effects, but will later cause the consumer to have horrific Nightmares the next time they fall asleep. Paranormal forces will become more attracted to them once they've woken up. After 3 hours of enduring through supernatural attacks, if the consumer is still alive, they will experience hallucinations ten times worse than what they experienced in the attacks. With that being the last and most dangerous wave, the consumer will become twice as strong physically and mentally, as a rewarded effect for surviving.

Lurkitone: A slithering black plant containing a 30 mm grey platform with 13 dark holes inside. Within these holes, soft voices mutter surprising secrets to whoever's nearby. They just seem to know things, and the reasons why are a mystery.

Lunaranth: An ovalish milky colored, semi-transparent pod that absorbs both red Moonlight and silvery Moonlight. After maximum absorption, the same colors it absorbed illuminate in large concentrations for almost 30 minutes. The light it releases is somewhat hypnotic.

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Examples of Places:

Storm-Rip: A dark grove in the middle of the woods where there is always rain, roaring thunder, and cracks of lightning. The atmosphere spells doom for those that are unprepared to face the creatures who stalk behind its giant black orchards.

The Nightscape: An impossible, yet still existent area where the time is always Night. Wether it be a chronological distortion or mere illusion is a mystery. An insidious creature rules the region, stalking those who enter its domain. It has woods, small ponds, trenches, caves, and bumpy landscapes to hide in.

Sigmorph: A black clay terrain containing massive amounts of bones and oil. The terrain itself is half a mile in diameter, and is actually alive. The Sigmorph is an environment that catches prey when it's hungry, then leaves their remains to turn into oil with the passage of time. The oil is what provides it nourishment, and the Sigmorph only needs more prey every few hundred thousand Years.

Bone-Nest Chasm: A large round abyss lined with the nests of Avains and flying mammals. The two species don't always get along, which results in some killing one another, causing them to fall into the dark abyss below. At the bottom of this abyss, a massive Phoenix made of of bones, oil, blood, disheveled feathers, and rancid death consumes those remains, adding them to its immortal body.

Serpentine Woods: A vast stretch of trees, both decrepit and alive, taking roughly 10.3 miles of land. Half of the trees have snakes as their roots and branches, being connected to scaly writhing trunks. For obvious reasons, there are no birds or rodents in these parts. Larger and more predatory creatures are ignored by the snakes, being too large and dangerous to catch for consumption.

Outer Fires: A landscape mixed with black, blue, and red flames, covering 8.7 miles of charred ground. The trees here are still alive and continue to grow, despite being cloaked in the black, red, and blue flames. The black flames are extremely freezing, while the red flames are mildly hot, but the blue flames give off intense heat. The bones of corpses come to life here, imbued by these magical flames. Skull lanterns hang from many of the trees, warning adventurers to stay out. Magic artifacts of fire lay hidden in secret areas of this region.

Malagnol Heights: A meeting place for Reapers. At the top of the high cliff, there's a white castle that only Reapers, Angels, Demons, Witches, and Spirits can see. A Reaper General named Malagnol is the owner of the establishment, and the assigned leader of a Reaper army which manages one-half of Planet Kroth. There are rooms for each Reaper, all being quite sizable. Halls, armory's, meeting rooms, libraries, gardens, training grounds, living rooms, kitchens, dining rooms, dungeons, and recreational facilities are few of many examples of rooms within the castle.

Foreboding Creek: A wide river inhabited by Electric Eel-Leeches, Crustaceous Octopi, and Giant Venomous Piranhas.

Stillborn Beach: A beach with small scaly clawed hands sticking from the rocks and sand. The hands aren't dangerous, but will swiftly grab whatever they feel. If you decide to have a picnic there, they're likely to hold a few things for you, including an umbrella.

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Moons:

Dorgalt: [Inhabited] 13,667.4 Miles in diameter. Ranges 201,957 Miles away from Planet Kroth. Dorgal is a Moon that appears crimson from Planet Kroth's view. Its lakes shimmer from that view like the colors of dark blood. In actuality, Dargal's surface is mostly mixes of pink and mahogany, along with tinges of purple dirt and subtle hazes of orange within the air. Dargal has many forests, many deserts, and vast amounts of volcanic regions. The plants are mostly warm-colored, while the inhabitant's appearances are slightly matched in similar colorations, besides the small blue suffusions in their fur, feathers, scales, or skin. Equids, Pantherines, Avians, Canids, Murids, Mustelids, Reptiles, Amphibians, Chiroptera, Dragons, Aquatic Creatures, and hybrids are all local inhabitants of Dorgalt... However, they all have four eyes, and their tail-tips can condense into blades.

Rainsore: [Inhabited] 24,128.5 Miles in diameter. Ranges 210,526 Miles away from Planet Kroth. Rainsore's light appears silverescent with a tinge of blue when viewing it on Planet Kroth's surface. Its inhabitants are lesser creatures, the majority consisting of a somewhat lesser sapience; Fish, birds, rodents, snakes, insects, large arachnids, sentient plants, Slimes, and invertebrates. Most of these worldly inhabitants are lined with blue spots, stripes, swirls, or patterns, in addition to their normal colors. They also have spikes protruding out of their spines or exoskeletons. Rainsore itself is almost always raining or snowing, producing many floods on land, in which its inhabitants are well-equipped to survive. Rainsore is composed of mostly tropical rainforests and oceans, having only a few islands in its Seas that show any contrasting differences, such as volcanic activity, deserts, or normal forests.

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8th: Dractalis: (The Dragon Planet) [Inhabited]

549,776 Miles in diameter

Days: 37 Hours, Nights: 37 Hours

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Description: Various species of Dragon exists on Dractalis, many looking like hybrids, even though they aren't. Many have similar forms to Pantherines, Canids, Avians, Bears, Mustelids, Serpents, Cervines, Marine Creatures, and Caprines. All species have counterpart forms such as Anthropoid, Quadrupedal, and Semi-anthropoid. Different species that are more well-known are; Hooved Dragons, Wyverns, Winged Kobolds, Komodo Dragons, Hydras, Scale-less Dragons, Furred Dragons, Feathered Dragons, Western Dragons, Eastern Dragons, N?ga Dragons, Flora Dragons, Plant Dragons, Fruit Dragons, Light Dragons, Dark Dragons, Slime Dragons, Fire Dragons, Lava Dragons, Ice Dragons, Crystal Dragons, Diamond Dragons, Earth Dragons, Sand Dragons, Poison Dragons, Mystic Dragons, Bolt Dragons, Water Dragons, Cloud Dragons, Spirit Dragons, Reaper Dragons, Bone Dragons, Scorpion Dragons, Wool Dragons, and Mixed Breeds. These listed Dragons, however, are only the tip of the iceberg, as there are countless other different varieties of breeds, types, species, and counterparts. Each Dractite always has a colored flame smoldering somewhere on their bodies, as well as barbed claws, handed wings, and fire-breath that matches the flame on their bodies. These attributes are what discern differences between a Dractite inhabitant, and any other standard Dragon (Not to imply any Dragon is ever "standard"). Dractites can live for as long as forever, some being as old as their own Planet. While most Dragons are only vulnerable against Angels, other Dragons, Arch Demons, and Demi-Gods, the Dractites can only be hurt or killed by other Dragons. Regardless of this, it's still very hard for Dractites to kill one another, which is also a highly unlikely desire on their world.

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There are no ordinary environments on Planet Dractalis. Jungles, Deserts, Snowlands, Mountains, Forests, Craggy Regions, Caves, Volcanoes, Sky Islands, etc, are all very unique in some way or another, just in case very specific Dragons are unmatched with certain environments. Regions underground deep within the Planet's mantle are home to Fire Dragons, Magma Dragons, Earth Dragons, and some Crystal Dragons. These regions are known as the Underscapes, where lakes of fire and magma burn the air. Areas in the Undercape with more carbon-based materials are flourishing with diamonds, and by extension, Diamond-Plated Dragons. There are organizations of Dragons within the Underscape that work to prevent earthquakes, usually being very successful in their endeavors. Those who live deep underwater are Aquatic Dragons, not to imply that a lack of air would kill an ordinary Dragon. Aquatic Dragons are far better at swimming than any other Dragon, and have very smooth fishlike skin, plus their hydrodynamic features. They live together in underwater castles. Magic pearls are found in Ancient Scale Oysters, which lay in the darkest depths of the Ocean, a valuable treasure capable of controlling the Seas weather. Plants on both land and sea are abnormally large, being proportionately big enough for the average Dragon. Planet Dractalis has 241 Oceans and 235 Continents. Dractalis is bountiful with caves, wether they be underwater, on land, made of ice, or within the Sky Islands.

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Like most planetary races, Dractites have a specific type of magic that belongs to them. Their wings grant them aerokinesis, their eyes are clairvoyant, their horns can combust rocks at will with nothing but a touch, their bodily flames are the source of their pyrokinesis, their tails give them control over electricity, they use their tongues for hydrokinesis, they can use their back feet to leave magical footprints that cause plants or crystals to grow, and their claws can create a permeating frost at will. Forests can be flaming hot, yet fireproof, while some snowy regions are filled with trees that prefer ice. Some areas don't take death for an answer, as those mystic places will give magic power to the 'passed-on', so they can influence those regions. Haunted magical areas can possibly be anywhere, but are still hard to come by. Mostly Dragon Gravesites are influenced by this magic, allowing Dragons who've passed on to speak with the realm of the living.

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History: Long ago, 175,000 Years back, Planet Dractalis was taken by an anomalous entity named Haygo-Mand. This entity sought to take their Planet's treasures, under the mistaken impression that Dragons were a greedy race which hoarded tons of valuables. The entity was literally Greed-incarnate, and his mere presence caused all of the Dractites to become imbued with greedy behavior. The Dractites put massive amounts of willpower into battling Haygo-Mand, whilst overcoming an overwhelming sense of greed. After chaos and insanity ensued in the affairs of war against this creature, the Dractites found out it was impossible to defeat an immortal anomaly such as itself. As a result of discovering this information, they strategically found a way to redirect Haygo-Mand's attention towards another Planetary System, where treasures were far more bountiful (The Marvelir System). In extremely simplified words, they told him to go somewhere else, which he ended up doing. After leaving their world, their sense of greed had dissipated... However, most of their Planet's gold had mysteriously disappeared.

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Community/Culture:

To the Dractites, nothing beats sleeping for long periods of time. Most of their communities likes to sleep starting at Dusk, snoozing for 40-50 hours until they wake up at the Daytime with 24-34 more hours of sunlight left (having wasted 3-13 hours of daylight). On a separate note; Because of their history, Dractite's have outlawed anything that incites too much greed, mostly currency, colored diamonds, gold, platinum, silver, and very precious gems or metals. Cultures and communities tend to share a lot, happy to lend homes to each other, give materials, offer help towards complete strangers, and provide free services for one another. Their demeanors as a Planetary race can often be perceived as carefree, helpful, altruistic, and powerful.

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Currency: [Outlawed/Banned]

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Examples of Plant Life:

Drap-Snagon: A green or red plant with leaves that resemble a Dragon's wings. The stem is barbed with layers of green flat thorns, giving the appearance of scales. It can grow larger than some trees, and is completely fireproof. The roots each look like an arrow-shaped Dragon's tail at the ends, which makes it difficult to pull the plant out of the ground.

Stonevoy: A soft spongy plant with 36 very short tentacular protrusions all around its circumference. The stem is more like a soft neck, but it's not an animal, nor does it thrive in the Ocean. The Stonevoy consumes water and large bugs, then clamps down on them. Afterwards, it turns itself to stone in order to crush the insect, then turns back into its organic state.

Morgalice: A rose with pearlescent petals. When the Morgalice blooms, it reveals a black spot in the middle. The spot is so dark, it absorbs 100% of the light that hits it, then lights its own leaves on fire, although keeping it lit yet undamaged, like a solar-powered candle. The light that hits it is magnified by the reflective petals.

Dracoline: A blue plant with suffused indigo leaves. The leaves loom down slightly, growing plentifully on the straight stem. It greatly strengthens fire-breath if a Dragon chews on it, but only works for 70 seconds on average.

Fetzal Fruit: A roundish green fruit with 10 grooves down along the side, and red stripes leading up towards the stem. The fruit makes Dragons act temporarily skittish and giddy if eaten. However, it is not a drug, and is in fact healthy for Dragons.

Dragon Moss: A somewhat translucent dark green moss that resembles reptilian scales. It grows in regions of the Planet where conditions are harsh. It survives and endures through all elements. It's soft, but appears hard when untouched. It cleans the air and serves as food to inhabitants who need it.

Chalicorn Tree: A bumpy tree with fern-like leaves that curl upwards as they grow out. After curling, they grow bronze colored seeds with a hollow section that makes them look somewhat similar to a chalice. Water gathers inside the large seeds, kept undeterred by gravity due to surface-tension, thereby providing drink for many invertebrates.

Ember-Whirls: A flower with no petals, instead having a swirling series of stringy flames surrounded by miniature storms of embers. Ember-Whirls have green stems, but have a variety of differently colored flames (different breeds). Some come in the frost-flame variety.

Dragon-Eye Shrub: A plant with various multiple dark colored leaves. Some of the leaves are lighter in contrast, and have patterns that look like Dragon eyes from a distance.

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Examples of Places:

Gordledon's Tunnels: A vast underground cavern full of tunnels that are kept up by magic stone bricks, which prevents them from collapsing. The tunnels used to belong to an Ancient Dragon named Gordledon, who is now a Spirit inhabiting his own home. The tunnels are so far out, most who venture there get lost. There are metal doors leading to certain rooms within the tunnels. There are spring rooms, dungeon rooms, garden rooms, bedrooms, illegal treasure rooms, and far more.

Ember Forest: An area full of Fire Elemental trees, each growing from smoldering ash. The trees, plants, flowers, and fungi range between multiple different plant species. Fire Dragons with the added affinity for plant-life love this place.

Depthful Heights: A series of floating structures leading from the pit of a massive chasm deep within the Planet, and all the way up to a collective array of Sky Islands. The islands above are full of Cities, gardens, nature, and lakes. The Underscapes below them contain large cavernous areas, with magic pillar-shaped stone buildings that keep the ceilings from collapsing. There are dark green and orange crystals growing all around these regions of the Underscape. Between both regions, there are roosting-stops for those who wish to take a break from flying and jumping.

Aquary Kingdom: A large castle town that's halfway underwater. The placement of the Kingdom is intentional, aiming to create environmental relations between Aquatic Dragons, and land/sky-dwelling Dragons. The undersea Castle Town interconnects "swim-ways" next to walkways, all of which lead to the same destinations as each other. Restaurants, Town Squares, Inns, Theatres, etc, are such places that can be shared with Aquatic Dragon denizens without them getting uncomfortable by staying out of water. In the underwater regions, walkways are kept surrounded by bullet-proof glass, leading to all the same areas aquatic denizens can surface to.

Dergo Valley: An expanse of land between a series of mountains and hills. The land is calm, has no outstanding elemental properties, and looks rather normal. The mountains cross together to make a practical archway into the valley, where wild quadrupedal creatures hang out peacefully. There are trees for shade, all being several yards away from each other, and there are small lakes that come from the rivers in the mountains.

Dropake Desert: A vast dry Desert with rolling hills of white sand. Strange spiraling metallic crystals protrude from the dunes and flat sand. Touching the crystals administers a shock, although not harmful to Dragons.

Mystic Cryoglyphs: Ancient ruins made of ice at the end of an ice canyon. The ruins are encrypted with old messages from thousands of Years ago. The ancient letters glow with a purple light over the ice walls. Somewhere in the ruins, there's a magical item called the Flame of Everfrost; A blue snowy fire that stays forever freezing. A part of it can be obtained by bringing a vessel of water.

Boiling Peninsula: A black-sanded Peninsula with boiling shores. The seafloor underneath the water is heated. It's inhabited by DragonTooth-Fish, and Dragon-Eels. There are caves imbedded all around the rocky shores, each providing homes for Dragons.

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Moons:

Zircan: [Uninhabited] 12,464.8 Miles in diameter. Ranges 212,833 Miles away from Planet Dractalis. A Moon made entirely out of translucent crystal. When angling a certain way every Night on Planet Dractalis, Zircon shines a series of colors over the Planet. The scenery is described as incredible, being even more beautiful than an aurora.

Fumergeist: [Inhabited] 8,269.5 Miles in diameter. Ranges 207,396 Miles away from Planet Dractalis. Fumergeist is a mysterious Moon, used by Interstellar Reapers as a waiting place for the dead. Fumergeist has nothing but white dusty ground all over, some craters, and a few lakes with strange black fish in them. However, to the eyes of Spirits who arrive on Fumergeist, there are countless castles, vast gardens, enormous Cities, Towns, Villages, and trees.

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9th: Vuspoduma: (The Wild Planet) [Inhabited]

19,512.5 Miles in diameter.

Days: 30 Hours, Nights: 30 Hours

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Description: Most inhabitants on Planet Vuspoduma are slightly less sapient than the average Planetary race. The majority is wild, quadrupedal, and sometimes very territorial. Although Vuspanites are less sapient, they're not necessarily at the levels of being ultimately non-sapient. Vuspoduma has a lot more forested mountains than most other Planets. Streams of water flow rapidly down the mountains, some being created by large hot-springs. Most mountains on Vuspoduma have chunks of themselves floating nearby, usually containing trees or plants of their own. It's unknown how they stay afloat, and there are no known physical properties keeping them in their levitative state. Quadrupedal creatures such as Canids, Pantherines, Caprines, Equids, and Cervines have a mighty pair of wings they use to glide from each floating segment of mountainous land. Creatures such as Murids always have skin-flaps joining the fore and hind legs, allowing them to glide from high areas. Snakes of all types have small grooved flaps at the sides of their lower regions, allowing them to glide from place to place. Ursids have long thick tails like a kangaroo, except far more prehensile, and their bodies are more equipped for leaping very long distances. Mustelids also have the same flaps as Murids, enabling them to glide for a short time, or have softer landings from high drops. Any ordinary Aviary species is large, being twice the size of a large Bald Eagle. Insects, arachnids, and worms are all much larger compared to the norm, existing as productive and nutritious members of the ecosystem. Even the inhabitants with higher levels of sapience living among the wildlife on Planet Vuspoduma are primitive, having lower intelligence than the majority of other Planetary races in their System. However, their instincts and senses are impressively keen. Their rate of magical development is proportionately superior to that of other Planetary races that would've had trouble with magic in the same proportionate time-period. Quadrupedal Dragons who roam the forests are often more relaxed, and not as vicious as one would expect. Quadrupedal Dragons are mostly pescatarian.

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The most sapient inhabitants, whom are anthropomorphic, consist of winged mammalian and winged reptilian species. The mammalian Vuspans have furred membraneous wings made of flesh covered in short fur, while the reptilian Vuspanites have feathered wings. Each sapient Vuspan has a slightly elongated pair of feet, specifically at the digitary regions, which allows them to leap high into the air before taking flight. All of Vuspoduma's Planetary inhabitants live up to roughly 350 Years old. Caves containing loose rocks or crystals tend to have them floating around in random places inside. Planet Vuspoduma has 11 Oceans and 14 continents. On many of those continents, there are areas called Hobradrates, which are deserts with castle-sized vines arching out of the sand, and covering most of the view of the sky above. Smaller vines hang down from the giant vines, some growing red and yellow flowers. Rain falls in these regions half the time, nourishing the plant life. Some regions of the Hobradrates have giant spiked vines, and are the types to grow colossal light-blue flowers. Viper-like Serpents with stinging rattles and aerodynamic kobra crests slither across the Hobradrates, hunting scaly batlike creatures that fly around and dig through the sand. Large Aviary species with long sharp yellow beaks, pale pink plumage, 3-pointed yellow crests, and tall orange legs like to carve homes into the giant vines. Miles underneath the Hobradrates is an incredibly vast amount of water, where all the giant plant's roots drink it up for nourishment. Various species of illuminant fish exist in these dark underwater areas.

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In harsher areas of Planet Vuspoduma, there are large deposits of metal ore, even reaching far into the Planet's mantle. Volcanic regions form metallic landscapes of iron and other metal elements. A massive amount of lava floats conglomerated in the air, heating the wind as chunks of the volcanoes levitate along with them. Igneous metals create strange drooping/circling formations after they've cooled in the air. Giant protruding metallic crystals (Galtanium) with intense yet unusual magnetic energy will cause the strange igneous formations to rotate and spin around them. Some of these molten metal volcanoes are home to Families of Titanium Phoenixes; Large magic immortal birds made of ever-molten titanium. The Titanium Phoenixes have Galtanium Crystals growing from the scales of their heads, and down their backs. Droughts occur frequently in these areas, making it very difficult for water and plants to stay around for long. Another sort of region with quite the opposite qualities is a place called the Crohzils; Countless tall columns of ice, larger than castle towers, each having a flattish surface at the top. At the bottom between these colossal columns are icy rivers cloaked in a thick fog. The fog is extremely cold, being enough to inflict 2nd degree frostbite in just minutes. Homes are made within the sides of some ice columns, hollowed out by sapient inhabitants in order to make rooms.

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Vuspanites may have a slightly funny name for a race, but their magic is a very serious matter. Vuspanites rely on their emotions in order to power their magic. When a Vuspanites is agitated or angry, their magic shifts to a type that's literally explosive, allowing them to produce long-distance fiery beams that impact matter, ending with explosions. These beams intensify in power as long as a Vuspanite gets angrier. When a Vuspanites is happy, proud, or in love, they have magic that heals themselves and others. When they're protective, they gain the ability to drastically increase the size, convenience, and durability of their wings, using them as virtually indestructible shields. Sadness or disappointment causes their nearby surroundings to grow temporarily cold and dark (with night-vision), while fear gives them powers of electricity. Bodies of water such as lakes, Oceans, and ponds are inhabited by many fish, a portion of them being capable of having mobility on land. Carnivorous sea-plants help to adequately limit the fish population to a necessary degree. Wild quadrupedal inhabitants of forests, such as Wolves, Caprines, Snakes, Lizards, Pantherines, and Foxes are much larger than the norm, being about 3x the size. A type of giant black slug with highly flammable secretions inhabits many areas of the woods (because fuck having to start fires with nothing but rocks and wood).

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History: There is no significant historical development that has been established on Planet Vuspoduma quite yet. However, Vuspanites are in their critical stage of evolution, whereas a significant fraction of anthropoid inhabitants have entered out of their non-sapient natures. They used to be wild, without built homes, no weapons, and completely unclothed.

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Community/Culture:

Vuspanites establish much of their lifestyles inside of caves, up in tall trees, or sometimes in stone houses, if they're smart enough. The male mammals and female reptiles are usually the ones to go out hunting, while the female mammals and male reptiles stay at home to take care of offspring, start the bonfire, cook, sometimes clean, and look for herbs, non-toxic fungi, or other edible plants. Dragons follow the same pattern of mateship as reptiles. Hunters use bow and arrows, and sometimes use their magic in order to catch their prey. If all else fails, they do it the manual way, which is tearing into them with their bare hands/claws. Male and female Vuspanites alike wear loincloths similar to underwear, which are underneath another loincloth that hangs down to cover both the back and front sides. The females wear bras made from ursine fur and tendons, in order to prevent their "melons" from turning into squashes, if you catch my drift.

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Currency: Ursine Pelts, Rodent Pelts, Fish, and Flammable Slug Goo.

(The most trade-associated items so far)

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Examples of Plant Life:

Vaporseed: A short, thin green plant that branches into 14 pebble-sized seeds, 7 on each side of the smaller branches. The seeds release significant vapor when crushed, and are a good source of added energy when eaten with meat.

Rain-Wood: A fireproof tree with thick and rugged wet mahogany bark. The purple leaves above are similar to succulent plants.

Hookroot: A tree with long red/green lens-shaped leaves measuring roughly 9 inches in length and 35 mm in width. The roots of the tree have hook shapes along its sides, which allow the plant to grow in any position, including upside-down. They can sometimes be seen growing upside-down on floating pieces of mountainous land.

Lunar-Fleck: A sharp, crescent-shaped, glowing beige nut containing 3 slightly curved edible kernels inside, which are nutritious in protein, omega-3 fatty acids, iron, and calcium. The stalk holding the nuts is purple, and the long 7-pointed leaves curve down slightly. Only the shell glows.

Spell Brush: Not actually associated with magic, but able to change color with the oncoming weather. The Spell Brush is a plant with 5-pointed green leaves with white streaks across them. The white streaks are the parts that change color in accordance to the oncoming weather.

Carnalair: A crimson plant with the partial form of a wide yellow-rimmed cup. On the inside, there's an orange golf-sized organic ball with an extremely pleasant scent. It attracts mostly rodents, and when they touch the ball, the plant quickly contracts into a much smaller size, instantly killing the rodent by crushing it. An acidic fluid is released afterwards in order to digest the remains. It'd be best not to put your hand inside.

Naktal: The very first fruit Vuspanites ever named. It's a bright yellow tear-shaped fruit with small black swirling patterns over the skin. It's roughly twice the size of a tennis ball, and is attached to a tree with a beige bending trunk. The trunk and branches are excessively smooth, making it difficult for rodents and birds to keep a proper footing on them. Although, sapient anthropoid Vuspanites are able to fly in place while grabbing one of the fruits. It's almost as if the tree was made specifically for them.

Aerobirch: An extremely resilient hollow tree with sturdy cone-shaped leaves (3 at each end). The trunk is naturally vented with a set of 10 thin yet tall parallel holes. The tree manages to blow strong gusts of air from these vents, keeping away unwanted bugs or other offenders. It does this by instinctively contracting its insides.

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Examples of Places:

Sea-Screen: A vast region of the Ocean that's been frozen over by strange ice formations. The formations are completely transparent, but display the appearances of trees, as though it were a cryonic Forest with no trees at all. Tons of fish and other sea-life swim under these odd formations, similar to an aquarium.

Beauty Scape: An environment where Summer and Spring appear as one. The Beauty Scape is exactly as the name describes; It's a beautiful landscape with lush plants, flowers, glowing mushrooms, other illuminant plants, glowing crystals, naturally diamond-encrusted cliff-sides, and glistening clear-watered lakes brimming with colorful underwater plant-life, and large waterfalls.

Biomes Betwixt: An environment that suffuses between the floating forested mountainous regions, the Hobradrates, and the Crohzils. It's full of snowy floating forest landscapes, many floating underneath or above one another. Between them are massive thick vines larger than houses, growing through and between each floating landscape. Closely below the series of overlapping masses of levitating islands is a vast terrain of frosted dunes. Surrounding the underside of the islands are multiple groups of snowy trees growing out of the sand. The Biomes Betwixt is one of the most dangerous places on Planet Vuspoduma. Only the toughest and smartest predators or creatures can live there.

Faryury Islands: A collective of neighboring islands literally in the middle of one of Planet Vuspoduma's Oceans. There are 12 islands in total; The first set of 4 are tropical, the second set of 4 are boggy woods with ponds and swamps, and the third set of 4 is chock-full of metallic abandoned ruins created by visiting extraterrestrials long ago. The ruins have become overgrown with flowers, exotic plants, and electricity-absorbing crystals that were brought over by the otherworldly visitors.

Jurixocove: A cove with moving sand that shifts like a series of snakes. The sand is grey, and the high cliff-sides are made of a black crystalline material. Trees at the cliff's surface are aromatic, and have long indigo leaves that arch out. A cave exits halfway up the cliff, parting into a series of tunnels that lead to many different parts across the area.

Fledgling Canyon: A large rent with 100ft-130ft trees growing at the bottom. The canyon is layered with a variety of fossil-imbedded rocks, clay, dark soils, condensed sediments, and compacted formations of land. Some of the trees barely reach above the dark and warm-colored canyon, which is 128ft tall. The forest is home to large multicolored birds who build their nests on top of the trees. Fledglings safely roam the bottom of the canyon, being very lucky to live in such an area. Most other places would contain more predators, which would devour them on the spot.

Woogruf Village: Within a Forest, a small community of homes with wooden platforms leading between them. Each house seems a bit lopsided, but are all very sturdy nonetheless. The forest's hanging leaves are curled in such a way and shape that water is caught inside of them every Morning. Bonfires are set up on ground when the villagers decide to cook meat as a group. The Vuspanite villagers fly back into the trees if a predator is spotted.

Spalgara's Retreat: A large oasis in the middle of a wide expanse of tall mahogany rock. A regular sized waterfall fills a deep body of water from within. The oasis is completely sealed off in every direction, except the top of the vast surrounding cliff. The rock is so expansive, it would be too difficult to spot the oasis anyways. There is an exit/entrance through the body of water, where there's a cavern, which leads to another series of cavernous lakes. One must know which lake to swim under in order to reach the oasis. A Chieftess Wolf named Spalgara happily lived and died there with many of her friends/followers. Their graves are in a secret glowing crystal-adorned region of the underground caverns beneath the oasis.

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Moons:

Yargon: [Inhabited] 11,909.7 Miles in diameter. Ranges 209,205 Miles away from Planet Vuspoduma. Yargon is always cloudy, displaying a mostly white surface due to its abundance of clouds. Rain never stops falling over the Yargonites and their homes. Their world is filled with land formations that've been eroded by the constant rain, so they must use tarps filled with sand to filter out the pattering noises, and as a means of shelter. Yargonites are far more advanced than their neighboring Planet, Vuspoduma, since Yargon formed first. Yargonites are strange for the fact that their tails are randomized between variations of Pantherines, Canids, and Reptilians, regardless of species. In other words, a Pantherine creature could have a Reptilian or Canid tail that's equivalent in size and weight to a Pantherine's tail, and the same concept applies accordingly with the rest.

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10th: Demure: (The Female Planet) [Inhabited]

78,759.8 Miles in diameter

Days: 24 Hours, Nights: 24 Hours

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Description: Planet Demure is a Planet consisting of 98% females, and 2% males. The population is roughly 4 billion sapient inhabitants (40,000,000 Male, and 3,920,000,000 Female). Its environments consist of Cities, exotic Countrysides, Flower-Jungles, Opalescent Glowing Crystal Caverns, Crystalline Ice-Scapes, Subterranean Ruins, Beaches, Islands, Oceans, Lakes, Sapphire Deserts, Giant Springs, Clay Marshes, Scenic Forests, and the Rubescent Savannas. Planet Demure has 50 Oceans and 50 Continents. Flower-Jungles are exactly as they sound. They're Jungles highly composed of exotic flowers. However, various flowers in these areas take on the imitative appearances of trees. Some are carnivorous, but only eat smaller prey. Many different species belong to the Flower-Jungles, such as Pantherines, Reptiles, Galliformes, Amphibians, Accipitrids, and Canids. Actinopterygii and Elasmobranchii (General classifications for fish) are the types of underwater life that exist in jungles, including Muraenidae (Eel-like creatures (or roughly Eel-like)). The Opalescent Glowing Crystal Caverns are caves filled with vibrant multicolored crystals, each radiating a rainbowy light. The caves are vast, filled with various species of rough-skinned Reptiles, and Diamond-Helm Dragons, which is a Dragon with a hard diamond crests along its forehead, which is plated in layers with the same material. Chiroptera species also dwell within these caverns, except they're attracted to the light of the crystals, rather than darkness. Crystalline Ice-Scapes are regions where cold temperatures permeate the environment, forming crystallized ice from the ground and cliffs. Glaciers are extremely rich with these crystals, and are inhabited by winged ice-foxes, whom have a single icicle-like crystal-horn protruding slightly above their foreheads. Permafish inhabit the freezing cold waters, encasing themselves in hard ice if approached by predators. Subterranean Ruins are long-abandoned underground structures with magic artifacts hidden everywhere. There are secret passages, hieroglyphs, traps, Monsters, Spirits, giant locked doors, chests, throne rooms, ancient burial sites, mazes, and plenty of dungeons.

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Sapphire Deserts are areas with vast dunes of sand, containing 75% grains of sapphire mixed with the 25% amounts of regular sand, which results in a light-blue color. Most deserts on Planet Demure are like this. There are blue succulent plants which are some of the only plants that can survive out in the Sapphire Deserts. In other regions of the Planet, Giant Springs are almost everywhere, but aren't caused by volcanic activity. They're instead caused by large natural deposits of fiery rubies called Embercite. The Clay Marshes of Planet Demure have a type of black clay that immediately heals all wounds, ailments, skin/fur issues, and muscles tension. They're even more effective than the Giant Springs. The trees within the Marshlands are a crimson color, having black rugged trunks. Horned Amphibians, large red Reptiles with snake-tails, and black crests lining down the spinal regions of their back. They're tame with sapient inhabitants, but will attack anything else that's prey-like. Forests can mix with just about any area, no matter what the conditions are. All Forests are vibrant with colorful leaves, have woodland creatures scurrying everywhere, and are filled with glowing insects and hypnotically illuminant arachnids. Wolves within the forested regions are more like scavengers than hunters, and they all work together to gather food. It's not uncommon for Foxes to mix in with Wolf packs, or even pair with them to make hybrids. Rubescent Savanas, which are subtropical regions with few trees, have a vivid crimson glow about them, especially in the rocks surfacing above the lush planes of red grass. The white trees are a tinge of pink, added by the odd minerals within the soil. The Savanna's trees only glow in the dark, unlike the crimson rocks which glow brightly at all times. Scaly Mustelids with long snakelike bodies scurry quickly through the tall grass, preying on small black Murids with three yellow eyes, and tiny brown horns. Black and red-striped Bovines with long necks and thick long tails eat leaves and fruit from taller trees.

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The female Demurians commonly have slightly larger appearances in size than the males. They're also slightly tougher/stronger, and those females of an anthropoid species of Cervines, Bovines, Caprines, or maned animals usually have horns/antlers or manes, while the males lack that trait. The Demurian Planetary race is identified by their extra long and pronounced tails, while also having slightly larger or longer ears. Demurians, like most Planetary races, have specific magical abilities belonging to their kind. The females have complete resistance to cold temperatures of any degree, while males have absolute resistance to heat of any degree. All Demurians have the ability to create and control gaseous elements or vaporous substances of any kind. They can solidify gaseous elements by concentrating them together, examples such as water vapor, nitrogen, smoke, poisonous miasmas, or even something like chalk-dust, thereby turning it into a solid or liquid. Their abilities also include being able to vaporize any inanimate object, then controlling them as vapors or gases. Demurians can use this power to teleport objects via rematerialization. Resistance to wind would require simple training in magic. In the majority of Planet Demure, fog is a frequently occurring weather, mostly in Mornings. There are landscapes around many areas of the Planet that have vaporous rock formations. Minerals in some places of the ground can be seen streaming up like vapor, exchanging between other rocks. The same occurrence can happen in some caves that are adorned with crystals.

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History: Female Demurians have made most of their Planet's history, even ever since their world was in its early stages. Hundreds of Years ago, female Demurians were in the tradition of "owning" the male Demurians, but not in the lewd way you're thinking about (you nasty fuck). The male Demurians were slaves, and in every sense of the word. After decades of aggressive slavery, it made the males desperate for freedom, resulting in underground hideouts, surviving in the wilderness, building secret villages, or just being on the run for unnecessary amounts of time. It was very rare in those times that any male Demurian would ever let a female assist them with escape, even if they seemed sincere. Mistrust was a huge issue, and it led to hardships with almost every male Demurian. After mending their broken society to a degree, male Demurians gained equal rights in 1,989,025 RH. Times of oppression are over for the male Demurians, and their history of slavery is long-gone. However, small remnants still linger, but not in majorly significant amounts. Before recorded history, everything was literally wild, and Demurians had a slightly less thinning ratio of male inhabitants. However, that's not to suggest they didn't have trouble finding male counterparts. Before they were even capable of painting on ancient rocks, all Demurians were aware of their comparably lesser male population. It's unknown what they did in order to propagate, but some say drastic measures would've had to have been taken.

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Sekal's Influence: Sekal, being the DemiGod of time and history, has helped Demurians for several million Years with retrieving crucial chunks of their Planetary race's forgotten past. This is why Demurians have a seven digit number for their Year's date. Back when Demurians had less technological advancements (1,712,902 RH), Sekal was appalled by their extreme lack of historical records. So he befriended the Demurian race, deciding to form an alliance, which they decided on naming 'The Glyph Keepers'. Glyph Keepers commonly ambled about in slightly promiscuous runic robes, uncovering secrets of the past in places they were commanded by Sekal to investigate and/or excavate. At HQ, they temporarily store their findings inside incredibly vast underground vaults, which is where they also establish their archives. After extensive research, the informative findings are shipped off to public museums owned by the same organization. More than half of all Glyph Keepers were motivated solely by the thought of catching Sekal's attention, hoping that he'd recognize their grand achievements. The rest truly shared his desire for restoring their Planet's history. That's not to suggest that a decent number of them weren't genuinely interested in both aspects at once. Secret divided factions were even established under Sekal's nose, each of the three working towards a different purpose. One was the Historian Glyph Faction, which passionately desired to discover forgotten histories, and always made sure to steady their attention on just that. Ironically, they were the ones who received the most praise from Sekal. They were the most pacifistic organizational counterpart, as well as the most influential and hard working. The more laidback and neutral division was called the 'Glyph Scavengers', whose interests primed equally on either exerting efforts to gather lost histories, or attract Sekal's recognition on the off-chance of one of them becoming his Wife. The most aggressive was the Demure Glyph Faction, which mainly sought to obtain historical information, but usually just to impress Sekal and aid them in seducing him. Unfortunately, they received the least positive recognition. The Head CEO of the Historian Glyph Faction was the one who ended up marrying Sekal, and baring his children, much to the Demure Glyph Faction's shock.

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Community/Culture:

Demurians use their magic to create virtually impossible structures. Their architecture is flawless, sturdy, lasting, artistic, and aesthetic. Male Demurians are often under some amount of pressure, considering their rarity and value to the females. It's not uncommon for male Demurians to take refuge after they've finally found a harem of female partners. The minimally socially accepted number for the average Demurian harem is 6-7 females being with one male. Any number below is questioned with scrutiny and criticism. Although this may sound like a dream, it's actually known to be quite intimidating, or even daunting. The males are commonly the ones who stay at home and take care of the offspring, while females usually do heavy work at their jobs. Jobs with less heavy lifting are commonly given to, or taken by males. Laws regarding sexual harassment are enforced more strictly against the females, considering their clear differences in physical strength. Very few Demurians still illegally run slave industries that involve the enslavement of Demurian Males, while other female Demurians involved in crime-prevention organizations try to stop them. Gender-oriented paradigms aside, most Demurians are very welcoming to otherworldly visitors, and are well-acquainted with extraterrestrials as a Planetary race. There are, of course, limits to how many alien visitors their world will allow, not just for the sake of cultural protection, but for the protection of outworlder males as well. Many Demurians are more content with visiting other worlds themselves, since their technological advancements have both literally and metaphorically skyrocketed. Most of society's trinkets, toys, entertainment, and other items are made for female Demurians, considering their obvious quantitative difference. Although, being recognized somewhat as the underdogs of society, males are often given extremely good treatment.

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Calendar:

(Days are named after historical DemiGods, and one DemiGoddess)

Marlo, Garoth, Sekal, Arnodine, Zeon, Rivuki, Jael, & Hale. Months are named after their direct descendants.

Tyra: 28 Days

Arbel: 28 Days

Salen: 28 Days

Nevos: 28 Days

Garova: 28 Days

Nuark: 28 Days

Shelk: 28 Days

Jivan: 28 Days

Mavis: 28 Days

Darana: 27 Days

Liart: 27 Days

Roan: 27 Days

Daedrif: 27 Days

Year Pattern: Recorded History, or "RH" is an abbreviation used to label and measure at which point civilization began. For example: The Male Liberation Period took place in 1,989,025 RH, the exact Year in which male Demurians were granted equal rights (this of course, wasn't the first time this happened). Abbreviation for Years prior is simply "BRH", which stands for "Before Recorded History".

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Currency:

Iris: A laminated metallic flower that comes in various colors. The lamination is made of a special material that prevents rusting. The transparent lamination around the iris is an even square, symmetrical on all four sides. Triangles of beige paper are pressed inside each corner, labeled with the currency's number of value. Their level of rarity is told by the following values.

White and Yellow Iris: $2.00

Gray and Orange Iris: $6.00

Black and Red Iris: $8.00

Blue and Green Iris: $10.00

Red and Orange Iris: $14.00

Purple and Yellow Iris: $20.00

Full White Iris: $26.00

Full Black Iris: $30.00

Black and White Iris: $36.00

Brown and Beige Iris: $40.00

Green and Dark-Green Iris: $46.00

Red and Crimson Iris: $50.00

Black and Orange Iris: $56.00

Full Red Iris: $60.00

Full Blue Iris: $70.00

Full Yellow Iris: $80.00

Full Gray Iris: $100.00

Indigo Iris: $150.00

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Examples of Plant Life:

Soul-Seeder: A Flower with a white stem and 7 black petals, each side of the petals shaped like the end of a harpoon. The center is yellow, and the leaves are pearlescent. If the Soul-Seeder's scent reaches the senses of any creature, it will trigger inspiration in the brain. The thoughts and feelings of inspiration endowed by the Soul-Seeder will double with every passing hour, gifting anyone who's a writer or artist with an endless arsenal of good ideas. This is thanks to a special chemical that triggers both creativity and specific endorphins in the brain. The chemical multiplies while inside the brain. Smoking it is extremely deadly and inadvisable, while simply eating it is very healthy.

Vapor Magnolia: A pale multicolored flower with swirly patterns in each of its 13 petals. The Vapor Magnolia is partially sentient. It turns into vapor, fully capable of controlling where it goes. Once it reaches a desirable location, it rematerializes in more abundant amounts than it started out with.

Fae Branch: A tree that grows round glowing fungi at the end of each branch. Each fungal ball is adorned with different colors and patterns, in which each gives off multicolored spores that cause different random effects to those it touches (most of which are beneficial effects).

Curlept: A mass of twisted epiphytical stems that can only grow from trees and larger plants. The stems can be any range of colors, depending on what plant they grow on. Curlepts create tiny seeds that blow in the wind and stick onto other plants. Curlepts release a scent that make insects obsessively only want to eat them. However, Curlepts are inedible to insects, so the bugs keep chomping to no avail, and then they eventually die. The Curlepts serve as a great symbiotic partner for plants, considering they distract and kill mostly insects that are detrimental to larger plants.

Zircanth: A black-stemmed plant with a series of black leaves branching into 7 small strands onto each side (of the leaves). The leaves grow two inches apart on the stem, growing perpendicular to each other as they stick out on both sides of the stem. A small red line trails down the center of the leaves and the stem. It can grow abundantly up surfaces, much like ivy would.

Tarlbean: A half-pink and half-blue bean that grows from a purple stalk with large indigo thorns. Depending on what kind of water the stalk drinks, the beans will have different effects. Salt water makes the bean into a weapon, capable of being thrown onto the ground and used as something akin to teargas. Freshwater will give the beans the power to work as a super efficient fertilizer. Spring water will give it extreme healing attributes and immunity against blood-cell-destroying toxins.

Revaniel Tree: A tree that's sensitive to noise and vibration. It has a dark-green trunk, and light-green, half-circular leaves with points on each flat section of the left and right side. The Revaniel Tree gives blue crescent-shaped fruit, some with dark spots. It has a very refreshing and mildly sweet flavor.

Allimark: A bulgy, bright-colored root with black zig-zagging leaves sprouting from the ground. The root randomly takes on any color, regardless of the surrounding environment. It's edible, sweet, healthy, and it's used as a material for making colors or dyes.

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Examples of Places:

Radiant Grounds: A beautiful landscape filled with rocks and plants of multiple different colors and types. Roughly half of all rocks and plants within the Radiant grounds have a vibrant colorful glow about them. It has Plains of rocks, grass, trees, vibrantly colored birds and bugs. There are small chasms hidden beneath thin patches of plants, working like a natural pit-fall trap. The chasms are small caves adorned with crystals of multiple opaque and transparent varieties.

Dupple-Berry Peak: A tall mountain covered in a tall Forest of berry trees, many of which are Dupple-Berry trees (sweet black, pear-shaped berries). Many wild quadrupedal Cervines, Caprines, Wolves, Foxes, and Avians like to eat from these trees, never having any shortage of them.

Manifested Depths: A large pinkish brown trench that floods with water every once a Day or two. The trench gets deeper with every flood as bits of it are eroded away by water. In deeper regions of the trench, there are bluish stalagmites and stalactites. A complex of caves exist very deep down.

Zaphirr City: A populated City full of female Demurians, like most Cities on Planet Demure. It has crystal street lights, castles, and has traditional setups called Cooking Corvoirs, where denizens cook food in public, then give it to others for free as a public festivity. Gardens are everywhere, attached to almost every living space. There are also centers where male Demurians are kept safe from any potential aggressors; Their headquarters are called Male Protection Services HQ (MPS), which specializes in providing safe environments for all Demurian males. MPS's establishment within Zaphirr City is why so many male Demurians live within the area. In Zaphirr City, male Demurians are practically treated like kings. Castles, mansions, and manors belong to each citizen of Zaphirr City, the males especially owning castles as a given privilege by the MPS. Yes, it's overkill, and many female Demurians agree, yet they cannot argue with the exhilarating abundance of males that their City attracts.

Lake Tarhaven: A lake with living tar-creatures inhabiting the lakebed. The creatures have no eyes, mouths, or appendages, but are amorphous entities. They don't do much besides devour dead fish or rotting flesh, thereby cleansing the environment of filth. They can only move within the water, using its contrasted buoyancy as a means of mobility. They get along peacefully with the Aquatic Reptilian inhabitants who like to hunt colorful types of fish, with yellow suffused green patterns along their bodies. The fish have small lights on their fins, allowing them to see in deeper regions of the lake. Lake Tarhaven is surrounded by a glowing red Flowerscape mixed with a forest of blue trees.

Freedom Beach: A white-sanded beach that used to be a hotspot for male Demurian slave-trades, but is now a commemoration for the legal abolishment of all slavery. Freedom Beach has various statues carved into the rocks, expressively depicting happy Demurian males who've been set free from enslavement. The cliff-sides are heavily overgrown with flowers of gray, blue, and pink.

Larshower Creek: A creek where it always rains. Over the running waters are detached transparent lily-pads that flow on the surface. Amphibious slug-like creatures with colorful and aromatic twisted shells ride on top of them, allowing the pads to carry them down the creek. The ground at the creek-bed is composed of smooth green rocks, each containing an energy that assists plant-life with growth.

Crimson Subwoods: An underground forest full of trees with crimson leaves, and green flowers growing from the trunks. The red leaves growing from each branch have a slight illuminant effect, making them visible even in darker regions. The Crimson Subwoods are a favorited place among a species called Crimson Owls, a type of owl with crimson feathers, black beak, sharp crimson tail-feathers, and lighter red down-feathers. Every tree growing past 30 ft has an owl's nest inside, whether it be abandoned or still active.

Nape-Neck Caverns: A cold tunnel of caves within other caves. A thick freezing fog covers the volume of the caverns, permeating the air with subzero temperatures. It's only inhabited by a type of frost tarantula, and a population of white-furred bats with icy wings. Snowy crystals hang from the ceilings, accumulating like oversized snowflakes.

Sergeant Willwing's Castle: A much larger castle than the norm. It contains 7 towers which are spread about in different regions of the castle. Underground, there are areas which exceed the size of Cities. Vast collections of weapons and utilities are held, such as armors, shields, and forgeries. The Sergeant who owns the castle is a male Demurian, having paid billions of Iris's to build the place. Expensive parties are held in the 5 main halls every 3 Years.

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Moons:

Zepafont: [Inhabited] 11,417.7 Miles in diameter. Ranges 213,483 Miles away from Planet Demure. Large quantities of electricity and strange alloys rest at Zepafont's core. The molten metals within the mantle conduct this electricity, then channel it through vast metal deposits throughout the rest of the ground. When the deposits reach the surface, they crystallize into multiple clusters of chrome-like prisms. Many crystal formations are electrically charged, exchanging sparks back and forth like a tesla-coil. Molten metallic creatures with an amorphous appearance roam Zepafont, looking for electrical crystals so they can suck out their perpetually flowing energy. Metallic formations resembling trees and flowers grow abundantly around volcanic regions, flourishing by consuming the electricity flowing through steady streams of lava. Moth-like creatures with reverse-magnetic disc-wings glide over the terrains, looking for metallic flora from which it can extract small reverse-magnetic crystals.

Remure: [Inhabited] 12,816.3 Miles in diameter. Ranges 215,378 Miles away from Planet Demure. Large stoney pillars of rock stick out of Remure in every direction. In the betwixt regions around each pillar, there are rivers, fish, forests, caves, and sometimes lakes, if the gaps between the pillars are wide enough. Unique species of Avians, Dragons, and Gryphons that are exclusive to Remure roam the skies. Creatures called Neerfax's climb the cliffs and trees, scavenging for Murids and edible vegetation. The Neerfax is like a Fox, but with a long prehensile fluffy tail. It has skin-flaps connecting between its front legs and hind legs, allowing it to glide from high places. Its eyes are slightly larger than that of an ordinary Fox, giving it keen eyesight for spotting out prey from high up. Its claws are retractable, and incredibly hard, allowing it to scale cliffs. It's a very active member of the ecosystem, and there are countless numbers of them properly limiting Remure's Murid population.

Raya: [Inhabited] 8,258.6 Miles in diameter. Ranges 220,916 Miles away from Planet Demure. Raya is a Moon composed of vast amounts of hard condensed sand, and various compact sediments. It's extremely hot on Raya, and droughts are a prevalent occurrence there. There isn't much water on Raya, but there are still creatures that can surprisingly dine on rocks in order to survive. One such creature is a mouselike animal that possesses no ears, and has an outer layer of skin that's partially composed of the rocks it eats. They're called Gemurids. They have sharp claws and teeth capable of cutting through rocks without ever becoming dull. Their flat tails are large and powerful, operating like a shovel to keep dirt from caving them in from behind. They're the only inhabitants of Raya, and they require no water to drink. Raya has many hollow grounds that may collapse with a few steps, and there are deposits of rare crystals that are formed in those hollow areas. The crystals are brown transparent prisms that grow in twinned pairs per formation. They are semi-translucent, and fetch a decent price anywhere in the Jerabim System.

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Prime Universe: Havem-987

One of the many parallel Universes within the Havem Collective. It's also one of 3 Prime Universes of the Collective. This Universe is much like Havem-747, except it's emphasis on sexual interaction is greatly less. It's a much less violent Universe as well, giving more of a PG vibe to it. Areas that would naturally be horrific, are instead just places with a creepy vibe to them. Nothing is too violent, sexual, or vulgar. Violent creatures or entities are only somewhat harmful or mischievous. In other words, Havem-897 is an entire Universe with only 1st or 2nd-world problems, and absolutely NO 3rd-world problems whatsoever.

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Prime Universe: Havem-135

One of the many parallel Universes within the Havem Collective. It's another one of the 3 Prime Universes of the Collective. This Universe is somewhat like Havem-747, and Havem-987, except it's far less mystical and magical, or any trait of a similar manner. In place of what would be magical or spiritual, there's instead a scientific explanation most of the time, unlike most of the neighboring parallel Havem Universes. Not to suggest that this Universe has no afterlife or spirits. Magic comes in the most minuscule amounts, hardly even existent. For example; The Cryovizans from Planet Cryoviza would have no magic, however they'd still have the same powers, but with more science, chemistry, and actual physics involved. Deities with supernatural powers are some of the only few entities that can use anything that somewhat resembles magic.

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Universe: Havem-1

Somewhat like most Universes in the Havem Collective, except there is always a great and eternal peace throughout every single Galaxy, World, and area in space. There is no money, poverty, corruption, etc. The Seven Deadly Incarnations (Wrath, Gluttony, Greed, etc.) are instead, solely entities of peace in this Universe. Wrath protects the inhabitants of this Universe from Multiversal intruders and prohibits crime, while gluttony feeds the hungry and regulates anyone who's too overweight down to a safe level, greed manages to keep away money and poverty, envy finds resources from other Universes which can improve theirs, sloth ensures perfect sleep and relaxation throughout the entire Universe, Lust ensures incredible sex lives and perfectly compatible partnerships in every possible way, and pride keeps the self-esteem of every living creature at a healthy level.

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Universe: Havem-7

A Universe much like Havem-747, except the Planets are ordered in the exact opposite order. However, this doesn't effect most of the Planet's weather or conditions. The reason there's no change in temperature or weather is because of the colossal machine built around the Marvelir System's Sun (Plazár), which keeps the star's rays from damaging life anywhere with it's radiation and/or light. The alternate distance from Planet to Planet affects many aspects of the Marvelir System, such as trading, embargo's, traveling, interstellar alien migrations, and even courses of history on particular Planets.

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Universe: Havem-10

Mostly parallel to Havem-135, meaning there's less magic involved. In this Universe, weapons are a vastly popular and effective resource. Technology is far more advanced, on terms of weapons, defense mechanisms, medical science/products, health, transportation, and scientific genres in general. Planet Ther, Planet Krusc, Planet Nephaldra, are all the Planets with the best technology in the Marvelir System (Besides one other Planet). However, Planet Krusc was at a losing war with Planet Trigen, since the Krucian Government is insanely corrupt, and abuses the technology they have. They end up having the entire Marvelir System fighting against them, and are locked in prison on their own Moon.

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All individuals involved in forcing their dictatorial Government nonsense on others were sentenced to life in the Moon-prison, which had been named "Damnation" long ago by the very same extremist dictators who now rot in the prison cells they established. Talk about irony. The Planet who led to the defeat of the Krucian dictators was a sentient artificial Planet named Glyphno. He's also known as the Petaglyph Menagerie. This Planet had better technology than most worlds in the Universe, even surpassing the technological advancements of all 16 other Planets in the Marvelir System.

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Universe: Havem-14

A Universe in which all existing Elemental-like creatures and Elemental-oriented environments are opposite from those in Havem-747. Cryovizans local to Havem-747 are called Pyrovizans in Havem-14. Pyrovizans are immune to temperature, and they have flame-magic that can never be put out with water, or regular means. Like Cryovizans, their body temperatures affect the temperatures around them. They are extremely kind to all life, and their Planet is composed of fire-based lifeforms, as well as fiery environments, and fiery plants.

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Sun Dragons, like from Havem-747, exist in Havem-14 as "Dragons of Night". They are the same friendly and heroic Dragons like from Havem-747, except instead of having a beautiful angel-like glow, they're so pitch-black that they can be seen in the dark. Unlike the Sun-Dragons who live on the outside of Plazár, the "Dragons of Night" live within their sun's dark hollow center, blending within a vast void of shadow, between the hidden realms of multiple parallel Universes.

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Regarding the Planet Alniria in Havem-747, which is composed almost entirely of water, the contrary Planet in Havem-14 is a mass of ground and magma.

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Universe: Havem-20

This one is like the Prime Universe, Havem-747, except there is always a major issue with spiritual/physical/mental corruption in most areas of the Universe. For example, the majority of Metabanians from Planet Metabania are wracked with a corruption that makes them excessively greedy for things of value. That however, is only on a mental/spiritual basis. On a physical basis, the corruption causes parts of their features to turn into rich materials, such as their fur or hair becoming gold, or their claws turning to diamond. They become viscous and unpredictable thieves, capable of unnatural feats of agility and insidiousness.

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For other Planetary races in the Marvelir System, the type of corruption taking place varies on the world, and additionally, the species of the victims. The only race with no corruption are the Sun Dragons who live on Plazár (The Sun). They do what they can to protect the uncorrupted inhabitants of their Universe from those who are already corrupted. Planet Cryoviza, a Planetary race normally consisting of ice-like creatures with big friendly hearts, is corrupted by something that causes them to sleepwalk, which makes them do terrible or wicked things, almost as if possessed. Loud noises usually wake them up.

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The Petaglyph Menagerie (A robotic A.I Menagerie Planet) is infected with an evil computer virus made of a mysterious unknown dark magic. Every creature within the Petaglyph Menagerie was corrupted as a result, creating an apocalyptic world of chaos and insanity, in which the new virus-laden system rules. Planet Plantet (A world of plant-animal hybrids) was overtaken by the mysterious corruption, turning many into plantlike monsters with the intent to prey on lives, and devour souls. As a result of the corruption, the Planet's dark history was brought back from it's monstrous depths. These are only mere examples of the corruption which takes place in Havem-20. Other types of corruption are different for each Planet or race/species.

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Universe: Havem-21

A Universe parallel to Havem-747, however having various seemingly random differences. Everyone who inhabitants Havem-21 has a strong photographic memory with the infinite capacity to remember as much as possible without any trouble. All plants on Planet Glyphnoram are aphrodisiacs, bugs/arachnids are larger than normal, there are less spells for magic, there's a significantly larger scale of elements, the afterlife is stranger, and all of the Planets are evenly fused into four separate celestial bodies. All Planetary civilizations from Havem-747 still exist, except they're in the form of 4 strongly different races for each Planet, each world being a combination of 4 Planets each.

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1st Fusion-Planet: Cryoviza, RueHark, Krusc, and Metabania: Planet Raltasia

2nd Fusion-Planet: Nitár, Zhok, Univarck, and Nephaldra: Planet Zinorius

3rd Fusion-Planet: Petaglyph Menagerie, Plantet, Harloc, and Riopatuu: Planet Glyphnoram

4th Fusion-Planet: Alniria, Ther, Zenthim, and Trigen: Planet Quinalis

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Spirits and supernatural entities in Havem-21 have twice more power than the ones in Havem-747. Havem-21 contains no black holes, but instead has a smaller and milder version of the anomaly out in space; They're called Spacial Twisters: An occurrence in space that whirls rapidly at speeds of nearly 8,000 Miles Per Hour, drawing in spaceships without the proper power to escape. Spacial Twisters cannot usually suck in entire celestial bodies, but can still cause major damage (more-so than a hurricane). The Seven so-called "deities" within the Decrabaf organization have Carathmo as their leader, instead of the Dragoness-Goddess Dreknah, who is second in command in Havem-21.

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Prime Universe: Havem-28

A prime Universe that no other Universe knows about, despite the fact that some Universes may be unknowingly paralleled with it. Each and every existing being in the Havem-28 Universe is a Demi-God or Demi-Goddess (or just half-omnipotent entity). Ironically, none of the halfling deities have any idea what a God is. They don't have a conceptual grasp, or any knowledge of what Gods or Demi-Gods are. The full-blooded Gods and Goddesses watch over them and observe from a realm unknown to the halflings. They never get involved with the Demi-Gods/Demi-Goddesses directly.

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When a Demi-Goddess gives birth, there's no telling what special power the offspring will have. The fully omnipotent beings who watch over them can choose which offsprings are given specific powers, in accordance with what befits those individual personalities. Once imbued with their powers, it truly becomes a part of them and who they are. This Universe is slightly parallel to the Havem-747 Universe, but is still vastly different in countless ways.

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Universe: Havem-30

Parallel to Havem-747, the Havem-30 Universe has a lot to do with galactic war. It's firmly within the claws of Derrania, the living incarnation of wrath itself. All Planetary races like to keep to themselves, while their own inhabitants wage war against each other over their differences, and other complicated reasons. The only Planet without the intent to fight is Planet Cryoviza, which is likely the most peaceful race in their Universe. Nobody really wants to rule over their Planet anyways, due to the harsh conditions only the Cryovizan inhabitants can live through on a daily basis.

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Instead, Planet Cryoviza has made peace with all 17 Planets in their war-fueled System, giving out cryogenic technology (made solely for defense) to whoever requires it. They are the least hated Planetary race in the entire Marvelir System... Some even come to like them.

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Universe: Havem-35

A Universe parallel to Havem-747. Nearly half of all things in Havem-35 are edible and provide nutritional value in some way, shape, or form. A good example of what's likely to be edible/nutritious are things like crystals, sand, leaves, trees, flowers, fabrics, seashells, lighter rocks, clay, sea water, wood, blood, moss, oil, tar, gems, etc. There's also a series of elements that can be eaten, ones which would otherwise be unsafe to consume in many other Havem Universes.

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Universe: Havem-40

Parallel to Havem-135, the Havem-40 Universe is filled with a variety of different monsters. The monsters within it are extreme, and usually come off as intimidating. They don't contain any sort of magical or psychic abilities, but have various physical abilities used to lure or capture prey. What would normally be a plant or creature of lesser intelligence in the Havem-135 Universe, is instead usually an outlandish or stunning-looking monster in the Havem-40 Universe.

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Each monster has scientifically relevant abilities, rather than magic or supernatural powers. Depending on the monster, they can use aphrodisiac scents, venom, sleeping gas, paralysis spines, tail lures, intricately made traps, mind-warping chemicals, super-strength, adhesive skin, parasites, tentacles, brainwashing, mild hypnosis, etc.

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Universe: Havem-42

Parallel to Havem-747, this is a strange Universe where the roles and ambitions of darkness and light are opposite. Most things associated with the likenesses of darkness and shadow are a direct correlation to things of a good or righteous nature. The opposite consists within the precepts of light, whereas most things associated or involved with it are of an evil, sinister, and horrific existential nature. In this bizarre Universe, most are afraid of the light, seeing how it's spiritual background consists of evildoers and horrifying demons.

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In the Havem-42 Universe, Heaven and Hell are still completely different realms. Although "Heaven" is called "Solace", and "Hell" is called the "Realm of Harbingers". The demons of light seek to lure in any mortals they can, and coax them with an enticing aura of happiness. The prey they successfully capture would be killed, dragged off, then tormented for Eons. Those who dwell within the darkness are the good angels who seek to rescue the tormented, and banish the evil light of the Harbingers.

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Universe: The Everscape:

Description: Day and Night contain no Moon or Sun, although Night visibly contains a view of stars and Galaxies. Somehow, without being a Planet at all, this Universe still maintains a pattern of 14 Hours of daylight, and 14 Hours of darkness. The Creatures from the Infinite Forest are often paranormal or insidious, each unwillingly brought from different random Universes. This Universe simply steals them away from their realities, worlds, Universes, etc., and then rematerializes them inside an Infinite Forest, from which many of them prey on the relatively ordinary inhabitants, whom were also brought from other Universes. The Infinite Forest doesn't only contain paranormal entities, but also creatures who prefer the dark, or simply identify with the Infinite Forest as their home. Some creatures and entities just don't care about much in general, and will dwell wherever they please.

Claypill City: A City in the middle of the Infinite Forest. There are other Towns in other distant areas of the infinite Forest, although they aren't placed in the very middle of the Universe like Claypill City. Claypill City is the center of it's Universe's creation. The founder is unknown, but there is a grey stone cutout that shows the name of the City next to the gated pathway's entrance/exit (rightwards). There are many buildings within the City, most of them being quintillions of Years old, but never showing any signs of dilapidation or aging. Many of these buildings are empty, but can be filled or repurposed with certain functions. There are diners, restaurants, community centers, police stations, churches, cemeteries, stores, spas, bathhouses, undefined establishments, and various types of establishments found in random cultures from all over the Multiverse. The City's buildings and resources grow automatically with the population, usually erasing a portion of the Infinite Forest in order to establish structures, and other things or places. However, so many of the inhabitants have wandered into the woods, never to be seen again, which in-turn leaves all the newly generated houses empty. All inhabitants of Claypill are each from a separate Universe within the infinite quantum abyss called 'The Havem Multiversal Collective'. Phenomena of infinite variety exists within the forest, sometimes making itself known to the Towns and Cities. The inhabitants consist of randomly selected individuals and creatures. 5% of them are randomly selected while living-out the middle of their lives. 39% are those who have died in their world too early, but were somehow revived into this new Universe. 28% were taken from Hell itself, and another 28% were great individuals taken away from their deservedly blissful afterlives by this specific Universe. Selections among each percentage are randomly picked throughout the Havem Multiversal Collective. At times, benevolent types of wraiths can appear, Day or Night, as long as there's good feelings of love and peace in the air. These wraiths are like moths flocking to any beacon of positivity they can find. They glow with a bright light, ensuring no malevolent entity's cross their boundaries. They are protectors of good and righteous sentient beings, especially altruistic heroes.

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Examples of Places/Buildings:

Vastmane Diner: A diner with the head of a red manticore placed over the top of the entrance, serving as a friendly welcome to it's fellow customers. The diner itself often finds ways to employ workers, usually by generating things they desire as a reward for working there. The bar tender must have a mane if he/she/otherwise wishes to run the bar, thereby retaining the authenticity of the diner's name. Its built-in bar has all manner of drinks in existence, all of which can be generated by request. The unlimited drinks slide out from within the side of a glass shelf. There are various fancy cushioned armchairs and roundtables set at the middle of the diner, each having an extreme bouquet of exotic plants, each set in a different style vase in the middle of the tables. The flowers and plants could be called beautiful, but are more often viewed as "cool" or "intense-looking". Foods from all over the Multiverse are served to each customer. Each dish is bound to be something the consumer will like. There are no servers or maids, except for the ones in the brothel underground. The basement door is located on the ceiling (no, that wasn't a spelling error). The strange door above somehow leads to the underground diner below. All drinks, services, rooms, and food are all free. The underground area will automatically accommodate for any lack of rooms to stay in. The underground diner has no limit to how many rooms it can create, and will keep any room it creates for all eternity. That is why everyone who enters is given a floating orb that follows them around wherever they go, only while underground. The orb stays invisible and intangible if they desire not to see it, and will become visible and tangible when they are going to touch it in order to be teleported to any part of the underground.

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As per condition of this mysterious place, workers of the brothel can only receive the job if they greatly enjoy it, thoroughly and wantonly. Pregnancies are impossible in this brothel unless all participants are willing for it, so there are no worries about protection. Hundreds of trillions of rooms exist there, which is why some rooms will have 15 digit numbers labeled at the front of the doors. The underground diner-brothel gets it's employees from various parts of the infinite multiverse, transporting only those who wish with all their hearts that they could enjoy the company of another. The underground diner-brothel isn't just for arranging roll-arounds, but also for finding perfect romantic matches between sentient entities and life-forms. So it isn't just some fuck-fest, but also a place for finding the perfect match. Each room is huge, and equipped with whatever the owner desires. Default rooms are equipped with two bedrooms (Queen-sized), a dining room, a large kitchen, a living room, 4 large bathrooms, a study, a large hot-spring room, and a huge pool. There are no light fixtures, but each room will still remain with the desired amount of brightness. Not all rooms are generated for the sake of two entities, but sometimes more, or rather just one, wether that one's wishes be for solitude, solace, or just to acquire an ideal hiding spot. The walls between each room prevent any amount of sound from passing through.

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Havem Omniversal Library & Entertainment (H.O.L.E): An enormous library with countless books and shelves. It's infinitely bigger on the inside than on the outside. Up very high, one can see the many tall shelves fixed to the walls and ceilings. Strange symbols are marked on each surface. When one steps on these symbols, they're teleported to the ceiling above where they can walk and search for more books. Just like the underground diner, this place also gives it's visitors the same kind of orbs, except these types will additionally translate any language for you, and will even read to you in any voice. All of these helpful orb thingies are called Key-Orbs. My apologies for mentioning that only until now. Attached to the side of each shelf is a screen made of light. Each screen can be taken off, but there will still be another residing in the same spot. The screens allow one to watch anything when they ask or desire to learn about it, as long as the information resides in the Library (Which it most likely will). They can be easily folded and put into one's pocket. The Librarian is the keeper of all the books, and is in charge of making sure they each stay there. Any book that's overdue, stolen, or damaged will be pursued by Torbiath The Librarian.

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Torbiath will conduct almost any means to retrieve his books. He's an expert practitioner of the arcane, and endless forgotten sorceries. He gets around his own Library by teleporting. He has 3-eyes, the left and right being red, and the top one in the center being silverish blue. He possesses a lineage coming from various worlds within a System of 17 Planets, called the Marvelir System. Here's the list of Planetary races that composes his lineage, not assuming that any reader should know immediately what they are: He's 1/3rd Nephaldrian, 1/3rd RueHarkian, 1/6th Zhokian, 1/6th Zenthite, and 1/6th Univarckian. Additionally, his Trigenite lineage is also noticeable with his 3rd eye. He has mostly black fur, besides inner ears, dipstick end of the tail, nape of the neck, and paws, which are all light-grey. His eyes are glowing red, except for the 3rd, which is silver-colored. He commonly wears a black robe with white fabric outlined at the collar, sleeve-ends, and lower base. With his psychic extrasensory abilities, he can sense whatever's stolen from the Library. At the very top-bottom floor is his office-chambers, where a bed and means to live are provided for him. Torbiath collects books to store into his infinitely large library. He's very serious about his job, and has a generally solemn personality. He would also enjoy no better life than what he does, considering his pursuit of such infinite knowledge has not only made him immortal, but has also made him immeasurably powerful. Within Torbiath's Library are magic books that teach spells, wizardry, sorcery, magic, and the likes of which none have ever seen before, and more.

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Lock-Home: A vast array of different homes set within the confines of a large fancy black metal fence. There's a tall metal gate that opens for those desiring to take up residency in the neighborhood community, or if they already have a home there. Each house is unique, both inside and out. Many look rather bizarre, but are still thoroughly inhabitable places for living. The inside of each house is larger than the outside appears, and all have a mystical trait that allows them to regenerate if any part of them is destroyed. The process of regeneration takes 2-7 minutes, no home insurance required. All homes are locked to those who aren't invited there, or don't live within any of the particular houses. Wether or not an entity or life-form is sapient is no matter to Lock-Home. As long as it wants to take up residency, a house will be provided for that life-form or entity, and the gates to the community are open to it. Key-Orbs are provided to each resident, allowing them to interactively teleport wherever they want within the vast neighborhood. It also serves as a key to all doors within one's house, working exclusively to only that entity's will. The Key-Orbs of Lock-Home are able to grant residential access to specific homes, as long as it's the decision of that home's owner. Situations that happen in Lock-Home are usually paranormal, or just odd in general. Paranormal entities usually sneak in over the fence from the Infinite Forest, noticed as strange, insidious, or dangerous forces. Finding paranormal trespassers in one's house is not entirely uncommon in Lock-Home. This is what the name "Lock-Home" comes from, because it reminds all inhabitants to lock their doors. To those types of entities who aren't corporeal, they usually pose the greatest threat, seeing how it's all the same to them wether or not you lock your door. The community moderators and managers of Lock-Home are generally monster-hunters. One can instantly summon them with their Key-Orbs if assistance is required.

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Locksmith Headquarters: An invisible establishment of facilities floating directly above Lock-Home. The place belongs to the moderators, managers, and generally the Monster Hunters who protect the Lock-Home community from paranormal forces. Like many buildings in this Universe, it's much larger on the inside than one would expect. Testing facilities that are used to discover the weaknesses of paranormal forces are used on an almost hourly basis, due to the vast numbers of managers, moderators, and Monster Hunters. There are separate divisions that deal with magical entities, and then there are those that deal with non-magical ones. These two divisions are called the "Mage's Division" and the "Soldier's Division". While the Mage's Division is usually stronger most of the time, the Soldier's Division often has physically powerful entities on their side, ones which can easily deal with non-magical threats with nothing but their biological abilities, bodily powers, and lethal weapons. Their facilities have training areas specifically for each division, and another for those who identify with both. Scientists and magical experts develop useful tools, objects, weapons, materials and inventions in order to give them to either division.

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Sentient Mall: A mall that is guessed to be relatively sentient. The building exterior is 0.2 Miles in length, 0.1385 miles in width, and is 0.175 miles tall. The mall's flat polished floor is made of various different varieties of hard material, most being from other Universes. Like most structures of this Universe, the Sentient Mall is much larger on the inside than as seen on the outside. There are many different things that allow visitors to transport through different levels, some of which are a bit perplexing. There are elevators, escalators, roped contraptions, teleportation pads or runes, and beams that lift visitors up to different levels. However, there are more confusing varieties that render visitors perplexed; Bird perches seen facing parallel to each other on different floors, each side of the perches marked with differently colored lines. It's these sorts of things that don't make sense to most who see it, but eventually work for highly specific visitors from very different Universes, somehow working to get them easily from one floor to another. There are holes that open in the floor, opening up in reaction to highly specific noises produced by highly specific species. The locations of these holes are marked with red, green, purple or yellow circles that outline how far they open. These holes are just another example of some perplexing things that materialize within the Sentient Mall. Ladders, portals, floating pads, ropes, and various other means are established for those who desire to be transported a certain way.

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The Mall stretches to heights that go further than what it appears on the outside. Each level contains various shops, examples such as sporting goods, jewelry stores, restaurants, gaming corners, furniture stores, clothing stores, and other endless varieties of places. There is no limit to the products, as they generate back into the exact same place 1.5 seconds after being taken. Everything is often neatly displayed in an aesthetically pleasing fashion, like how most business protocols go. However, there are no employees or staff within the mall, while at the same time, everything's free! The only issue though, is trying to find what you're looking for in an endlessly expanding mall, then getting out. Due to the mall's endless nature, the further anyone goes, the less individuals they'll see. Many who've ventured too far into the mall have become lost, surviving off of restaurant food, buffets, food shops, and other establishments involved with food. Establishments involved with food don't have cooks. Instead, they'll usually have menus placed wherever one would order, and when someone asks for whatever's on the menu, the item immediately appears in front of them on a necessary surface. All places within the mall clean themselves every 0.1-15 minutes, depending on the prevalence of messes in those areas. Box rooms, dolly's, forklifts, and carts are provided in unlimited amounts just in case someone needs to keep their selected items together in one place, or as convenient transport. There are also many other carrying apparatuses that work very differently, since this is a Multiversal mall. Examples of some odd apparatuses are strength-gloves, harkite nets, and telekinetic headbands. Harkite nets are made of a hard and durable, yet weightless metal material that's resilient enough to have it in the form of a net. It brings nearby gravity around it to zero, making the objects inside capable of being pulled with ease.

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Pet stores should be avoided as much as possible. If a pet-shop's customer is lucky, they won't get chased, stalked, or mauled to death by some otherworldly creature from another Universe. Though not to worry, all pet shops provide necessary food, water, and hygienic requirements. Having no staff however, would make socialization impossible, which is why temporary staff who love animals to no end, and are extremely experienced with them, are assigned from other Universes to take care of them. All needed tools meant for maintaining ideal pet health are provided extensively. Treats, booklets, paraphernalia, encyclopedias, and even translation dictionaries are provided on shelves if one needs them for the pets. Key-orbs are unfortunately not provided in the mall, for reasons unknown.

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Chaos-Hell: An infinitely vast hidden area inhabited by all manner of demonic entities from endless Universes. Just as each snowflake is different, beware of the great demonic chaos that screams and blasts from the depths of the endless varieties of evil. Demons are pulled into this chaotic abyss, typically from drawing too close to its boundaries. The escape rate is exceedingly low, but possible. There is no predicting what will happen, even if one possesses supernatural foresight. Almost all of the deceased who deserve perdition have no true place here, and are supposed to be in their own Universe's version of Hell.

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Valantica: An infinitely vast area of many combined Heavens and Paradises resembling ones from endless different Universes. Its entrance is displayed within the depths of the Infinite Forest, flaunted by an enormous structure that many would only be able to describe as a castle of white fire, and vividly translucent glowing diamonds. This is the minimum description, merely for the gate. It's a kingdom that flaunts itself for the sake of attracting angelic entities of love, light, and extreme beauty. Infinite different varieties and versions of inherently righteous angelic creatures love to live here. This place of course, defies almost all description. There is no known Paradise that transcends Valantica's greatness.

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Anti-Pestilential Crusaders: A dedicated and extremely determined organization of fighters, knights, mages, and countless other varieties of individuals or creatures who fight evil beings called Pestlings, which are demonic entities who each embody a disease from multiple different Universes. The derogatory name "Pestlings" was given to them by the AntiPest Crusades, mostly out of extreme hatred. The Pestling's named themselves the "Lords of Pestilence", but are not regarded as such by most inhabitants of the Infinite Forest. The AntiPest Crusades live in an enormous castle, one which contains infinite space inside. Countless inhabitants live within the castle, many claiming ownership over certain rooms (which are quantitatively endless). Each member of the organization is someone from another Universe who had to deal with the suffering that pestilence and diseases caused on either them, or the ones they cared about. The Infinite Forest randomly selects those from an infinite array of Universes from within the Havem Multiversal Collective. They inexplicably appear within the castle after feeling intense sensations of hatred towards pestilence and-or diseases while being in their own respective Universes, then are given the chance to fight or even kill the embodiments of the diseases local to their Universe or world. When a Pestling is killed, certain diseases across specific Universes are permanently erased, since their prime incarnation is severed from existence. Each Pestling looks different, having a unique appearance in accordance to the disease or ailment they represent and embody. Some Pestlings are unexpectedly good diseases, having the properties to endow positive bodily effects, rather than negative ones. These entities are called Bioglites, and are sided with the AntiPest Crusaders. Using their anomalous powers, Bioglites enhance the AntiPest Crusader's mental and physical abilities. This allows them to fight against Pestlings while using an extensive variety of bodily powers, and with superior mental capacity.

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Pestlings often live in grotesque environments or homes called Biomasses, some appearing rather disgusting. Biomasses can be located in far out locations in the middle of nowhere, which makes it difficult to find them. However, not all Pestling establishments are gross. Some may appear dazzling, which serves as an ideal mislead or distraction to intruders. Pestlings have just about any bodily form one can imagine; Anthropoid, quadrupedal, snakelike, plantlike, aquatic, tentacular, and countless other varieties of forms. Another division of AntiPest Crusaders is one that specializes in quarantining epidemics, fighting undead entities, and cleaning leftover corpses before, during, or after the process of decay. This division is called the Necrobanes. Each corpse the Necrobanes dispose of is managed properly, especially in a way that keeps diseases or sicknesses from spreading. Corpses they deal with are given autopsies, then are carefully studied further in labs. After documentation, the bodies are given a proper burial, and with respect for the dead. If any evidence pointing towards alternate ceremonial protocol is gathered, then the corpses are dealt with in accordance to those standards, which may result in other ceremonial procedures than burial or cremation. Around the castle are various different graveyards, most from separate Universes. The grave-keepers who run the graveyards are peculiar entities made purely from magic. Most are akin to robots or golems on terms of sociability or sapience. Their job is to protect, establish, maintain, manage, decorate, and create each gravesite. They're called the Necrolots. Necrolots also keep extra records of all corpses hidden within the underground Library Catacombs. If a Will is found, each Will is taken into consideration, unless the Will is overly detrimental in some way.

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King Dolvutan's Blood-Army: Dolvutan's species is an anthropoid bat/manticore hybrid (dark grey mane, red eyes, black nose, black tail-end, bat ears, and beige-orange fur). King Dolvutan is the King of the Anti-Pestilential Crusades, and the high-owner of their castle. King Dolvutan stands out from the rest, due to not only his incredible wits and battle strategy, but also his genetic magical ability to reverse the negative effects of pestilence into something of a positive antithesis effect. As a result of these beneficial effects, he is practically both physically and mentally unbeatable. Pestlings have less than no effect on him, and are incredibly afraid of his very existence. King Dolvutan's Blood-Army is literally an army of his Sons and Daughters that have joined the war against pestilence of their own volition. Dolvutan's offspring-servants are genuinely loyal to him. Strangely, some are even willing to bare the next generation of warriors with him. While this may sound incredibly odd and cringe-inducing, there is a legitimate purpose for this course of bad Parenting. Inbred offspring servants are faster, stronger, smarter, and better looking, due to the genetic effects of their magic bodily ability, the one which reverses pestilential qualities. Inbred genes count as a disease, so the negative effects of inbreeding are reversed into antithesis traits, which are immensely beneficial in every way. Dolvutan bares no concern for how wrong it may seem, since he eternally lives in an intermixed Universe with nearly infinite different paradigms of morality.

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Sapphirescent Mold: A semitransparent blue mold that glows with a deep cerulean light. It usually grows in random parts of the Everscape's Infinite Forest, but can sometimes form in Cities, Towns, Villages, and other civilized areas. Exposure to the mold upon 'spawning' into existence from another Universe will result in immediate memory loss, causing the effected entity only to recall their own name(s), and sometimes a small random fragment of their past. The light, the scent, and physical exposure are all equally capable of creating this effect, but only if the said 'effected' has just recently appeared into the Universe. Those who've already existed in the Infinite Forest Universe for more than 1 second won't be effected in such a way. The only effect they receive is a slight boost in memory, and a calming sensation that soothes the muscles.

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Fortune Tellers/Psychics: A strange phenomenon surrounds The Everscape and the Infinite Forest. Fortunately it's quite helpful to those with a greater sixth sense. Those who have clairvoyance, telepathy, mind-reading abilities, 'all-seeing' eyes, and powers of a similar likeness are given a large increase in psychic abilities the moment they spawn into The Everscape. If anyone ever comes across one of these psychics, and they ask how their Family or friend's are doing, they'll receive an exactly accurate observation if the psychic is willing to tell them. Some psychics become so in tune, that they can telepathically converse with the dead across multiple Universes. If one already possesses magical abilities, an increase in psychic power will also add extra special abilities to the individual's magic.

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Natives: In The Infinite Forest Universe, there are several different kinds of Natives who haven't been brought into the Universe by inexplicably spawning there from their own Universe: There are those whose bloodlines consist solely of inhabitants that are just from The Infinite Forest, or from The Everscape in general, and having no other lineage from any other reality or Universe. The Infinite Forest inhabitants are called Infinians, and they possess the power to copy abilities, shape-shift, teleport, and wipe out entire acres of trees with the wave of their hands. Then there are the descendants of those who've been spawned into The Infinite Forest (Or just the Everscape in general) from another Universe, having passed down generations of different mixed lineages or bloodlines from endless varieties of other Universes. They are usually more powerful than the Infinians, and are called the Alpha-Infinians.

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The New Moon: An event that occurs the Night before every New Year. A different Planet or solid celestial body appears within view for everyone to see, despite the Everscape having no such thing throughout the Year (Except that one Night). There are no rocks, no Planets, and no Moons within view of the starry Night sky. However, every once a Year, a New and different Moon appears, causing unpredictable phenomena to occur. Usually the affects it has are randomly undesirable, such as causing specific types of creatures to roam the Night, or maybe conjure up a storm. Sometimes behaviors can be affected as well, or the Moon itself may even summon an anomaly or mischievous entity. There's no predicting what kind of New Moon will appear, or what its effects will be. Sometimes, although not as frequently, the annual New Moon will have random positive effects on the denizens of the Everscape. No matter where anyone goes within the infinite Everscape, as long as the New Moon is occurring, they will see its presence in the starry Night sky, until Dawn. The New Moon is the only way back into the Havem Multiversal Collective, where everyone has a better chance of finding a way back into their Universe, at least more than they do inside the Everscape. Unfortunately the Universe they'll be venturing back to will most likely not be their own. But at least it's more likely to have Multiversal travel in order to get back home.

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The Decidial Star: A brilliant glowing star that appears once every Decade. It only appears in the Daytime. The Decidial Star's light is described as enormous, and stunningly beautiful, moving about like heavenly auroras. The light is gentle, and is capable of fully healing all of those who deserve to be healed, as if enacting justice. All evil is temporarily paralyzed or frozen in time, all until Dusk occurs. This Decidial Star appears at Dawn of the 10th Year, which means it comes right after The New Moon. The Decidial Star permanently grants massive good luck to all non-evil inhabitants of the Everscape, as well as immense strength in addition to their own.

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Universe: Havem-50

Multiple copies of each Havem Universe closely stacked together inside of a multiversal collective of exactly identical Universes.

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Universe: Havem-56

A Universe parallel to Havem-28. All inhabitants are half Demi-Gods, and half Demi-Goddesses, which means they all have 1/4th the blood of omnipotent deities. Every 100 Years, multiple full-blooded deities come down to procreate with several mortals. The offsprings are born with 3/4th of the omnipotent deity's DNA, and 1/4th of the mortal's. This specific combination somehow creates an entity more powerful than the DemiGods/DemiGoddesses themselves. Their Universe is on it's way to becoming one entirely composed of 3/4th Gods/Goddesses... However, the process is extremely gradual, to the point where it will only become official in 100 quadrillion Years.

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Universe: Havem-63

A Universe parallel to Havem-747. Havem-63 is a Universe of ongoing humor and randomness. Most inhabitants of Havem-63 have poor judgement, and would appear quite hilarious to anyone belonging to a reasonable Universe. Common sense is commonly neglected in Havem-63, resulting in various stupid, but laughable decisions.

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Universe: Havem-70

A Universe parallel to Havem-747. Havem-70 has Galaxies, stars, Planets, Suns, etc., but doesn't have any Solar Systems. Instead of having Systems like in Havem-747, Havem-70 has entire Planets, which the lesser Planets revolve around. For instance, The Marvelir System has 17 Planets, so those Planets would be like Moons in Havem-70, each revolving around a much larger Planet than all of them combined.

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Although, the term "Moon" doesn't exist among most communities of Havem-70. Instead, they're called "Beta Planets". The humongous Planets keeping the Beta Planets in a revolving pattern are called "Alpha Planets". Space is a lot brighter in Havem-70, so stars usually aren't needed as a source of light by the Planets. Illumination and proper frequencies of light are provided merely from the fabric of space itself. Space's light is non-lethal, and has a time sequence of how long it stays bright, which is 50 Hours for darkness (Night), and 50 Hours for light (Day). Because of this sequence, things such as droughts don't exist.

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The spacial fabric's light gives all plant-life what they require to keep on living. Plants in the Havem-70 Universe don't require as much nurturing from light as plants from Havem-747, so they can persist way longer without needing to receive energy from light. Each Planet in Havem-70 has an atmosphere that magnifies different varying spectrums and sets of colors in space, meaning the colorful view of space above is different for each Planet.

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Universe: Havem-77 (Havis Sector)

Parallel to Havem-747. A Universe where outlandish sexual circumstances occur somewhat frequently. There are also many fetishy things that occur, such as vore, sexualized death, digestion of partners, body absorption, BDSM, foot fetishes, etc.

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Universe: Havem-84 (Havis Sector)

Parallel to Havem-747. A Universe where sexual encounters and circumstances are frequently occurring. The particular section of Universes that contain overly sexual or frequently sexual occurrences are known as the Havis Sector. The majority of Havem-84's Universal inhabitants have no qualms with polygamous or polyamorous relationships. Here, it is the norm, to the point of monogamy being viewed by the majority as a strange, and even off-putting practice.

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Universe: Havem-91 (Havis Sector)

Parallel to Havem-747. A Universe like the latter, except every creature's birth happens painlessly through the process of laying smooth eggs, regardless of their species. A special fluid inside the eggs ensures precise instant regeneration if whatever's inside (or giving birth) ever gets damaged.

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Universe: Havem-98 (Havis Sector)

Parallel to Havem-747. A somewhat Matriarchal Universe, where the libido and sexual desires of females is so incredibly high, many outside visitors to this Universe would most likely find themselves overwhelmed. Each female has a special pheromone that is uniquely identifiable to their collection of males. Reverse-harems aren't always the case, however. There are some relationships (albeit rare) which consist of complete monogamy. While the majority of females are in charge, not absolutely all of them prefer any sort of female hierarchy?.

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Universe: Havem-105 (Havis Sector)

Parallel to Havem-747. A Universe of extremely horny (And sapient) quadrupedal creatures who rule over the anthropoids and bipedals through sexual arousal and amorous forms of dominance. They incorporate intimate and wholesome relationships as well, putting anthropomorphic creatures in a position of subservience. Most of the quadrupedal creatures aren't aware of their domination of the Universe's bipedals. Some are.

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Universe: Havem-112 (Havis Sector)

Parallel to Havem-747. This Universe is the reverse of Havem-105. Though anthropoids are a bit more aware of their dominion.

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Universe: Havem-119 (Havis Sector)

Parallel to Havem-747. A Universe where a Planetary race called the Demurians has taken over most of the cosmos. Due to their own DNA, Demurians are unintentionally the most invasive Planetary race in their own Universe. Their genetics ensure the birth of female offspring instead of males. Males are so rare to Demurians, that each time one is born, they celebrate their great fortune for an average of 3 Weeks. As a result of their obsession with males, the Demurian's take over most of this Universe they find with higher male birth rates, and eventually make it into a place relatively equal to their Planet's gender ratio through generations of procreation.

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Creature/Entity/Character Catalog:

Havem-747 Universe & Marvelir System:

Examples of Regularly Occurring Bird Species:

Snibor: A medium sized, blue-green breasted bird with white wings and an indigo beak. It uses any kind of material for it's nest, except for twigs, grass and feathers.

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It eats shelled creatures, beetles, small reptiles, scorpions, and will often sneak cooked food. It lives in Deserts or Beaches.

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It's eggs are a dark orange color, covered in white specks. They like to live in tall cacti, caves, or improvised areas.

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Clutterfowls: A bird roughly the size of an average crow. For males, their plumages consist of yellow and black, while the females are the reverse; consisting of white and purple. Both genders have straight grey beaks and talons, and both love to collect trinkets and relatively interesting objects for their nests. They're much stronger than they look, and are capable of taking off with objects thrice their weight. Their wings beat about 125 times a second, and they have extremely everlasting endurance which somehow doesn't require much food. Their eggs are black with grey specks.

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They fly together in large flocks, working together to pick up unused objects that require heavy lifting. Once brought back to their abnormally large nest, they roost before taking off again. The Clutterfowl's partnership consists of multiple joint-harems for life, which is why they share one big nest. It's very rare to see Clutterfowls becoming disagreeable with one another, since they pretty much never fight amongst each other. For those who eat meat, Clutterfowls as a species are nutritiously full of protein and energy.

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Crimvey: A large crimson Bird with purple eyes and black chest/stomach. It's poofy feathers give it a puffed-up appearance, which makes it look cute and harmless.

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It does this to throw off prey, so they think it's just a cute Bird. It hunts Fish, small feral Mice, and smaller Birds.

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It makes it's nest out of bones, feathers, shells, and mud. It's eggs are a pale yellow-green.

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Gracebird: A colorful glowing Bird that likes to fly in flocks during Nighttime. Each of it's species has a different illuminant color and pattern on it's wings, eyes, beak, and body.

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During the Night, they eat anything they find out in nature that is convenient and edible to them.

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Their nests are made out of mud, which they build inside of caves, holes in the ground, cacti, and hollowed trees.

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BrittleWing: A type of flightless bird which Inhabits the Planet Univarck and Planet Metabania. It's big, fat, and unintelligent.

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The bird is roughly the size of an Ostrich, but has more fat, and tastes delicious, especially if cooked.

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Their diets consist of grass, seeds, worms, and fruit.

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It's eyes are bulgy and yellow, it has a straight yellow-orange beak, it's short wings and feathers are usually black and white, and it's legs are long and fast.

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It's whole body, from head to toe is covered in grey, black, and white feathers. It runs as fast as 20 MPH, and it's reproduction rate is massive.

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Havem Chicken: Chickens in the Havem-747 Universe are a bit more bizarre than regular chickens. Any Chicken or Rooster can be spliced with any fruit, vegetable, or plant, making each of them into a unique different flavor for consumption.

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Watermickens: An example of certain types of hybrids among Chickens in Havem. It's a Chicken that shares the attributes and tastes of a watermelon.

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Nelapon: A bird that's capable of changing it's feathers into fish scales, and then convertibly gaining gills. It's capable of diving deep into the Sea where it hunts small fish for Days. It's beige wings and tail become semi-aquatic, allowing it to swim at high speeds underwater. It's eyes have transparent films over them for seeing undersea. It's hooked beak is blue-green, and has small barbs for catching fish.

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The Nepalon is native to Planets such as Univarck, Zenthim, Trigen, Alniria, and Cryoviza, although it's unknown which Planet they originally came from first. Their vast distribution among the Marvelir System is due to the constant shipping orders for aquariums, which were arranged by those on other Planets. Once shipments were complete, they didn't anticipate several of the fish jumping out of the tank and seemingly turning into birds.

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Galvohawk: A bird resembling a golden eagle, but being the average size equivalent to that of a grizzly bear. It's wingspan is enormous, to say the least. It's beak is curved and yellow, it's eyes are most commonly light blue, and it's claws are yellow. It's diet consists of Brittlewings, smaller birds, non-sapient snakes, large rodents, young non-sapient sharks, fish, and tree-nuts. It's local to Planet Univarck.

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Dusk-Wing: A very stealthy avian. It only comes out during the Nighttime when it's dark, preying on bats, wild frogs, worms, and bugs. It never makes a sound, even when catching prey. It's wings are black, but reflect it's surroundings like a mirror whenever they're wet. It's whole body is black, including every bit of it's eyes and mouth. Their tails and wings operate like high-speed kites.

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Crystal Kites: A type of bird native to Planet Univarck and Planet Metabania. They're birds that generally live on cliff-sides, inside caves, or in mineral-rich environments. They dine on quartz crystals, sand, and clam shells. Crystal Kites are a magic aviary species, so despite being made out of crystal, they can still fly nonetheless. Their feathers are semi-transparent, and have a flaky crystalline texture to them. They have an unusual trait that allows their excretions to grow crystals over any surface.

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Moon Inhabitants

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Spactors: tough-skinned creatures called Spactors which have extremely tough shells. The shells are shaped like ovals, and are equipped with two metallic fins on each side that propel through water. The Spactor's heads appear like an actual part of the shell, but are convertibly able to pull back in, then they use their capped foreheads to block whatever remains of the hole, keeping out lethal elements. When they die of old age (450 Years), their shells become their hardest, and can be used as insanely durable shields that guard against almost all elements. It's exterior is black or brown, and their eyes can be red, orange, brown, or white. They feed off of chemically unstable moss at the bottom of lakes, which happens to be nutritional to them.

Quincian Cats: The quadrupedal Felines of the Moon Gyroquince. They're ordinary cats, except they can live healthily off of fruits, vegetables, bugs, birds, and fish, which are everywhere on the Moon.

Razz-Creatures: Very strange creatures which highly resemble waddling razz berries. They like to roam the iced surfaces of Perilwitz (Cryoviza's Moon). They come in races of different colors, and each race behaves differently with the environment. There are yellow, red, blue, and purple Razz-Creatures. Blue Razz-Creatures hide under the snow and ice, and only come out during the Night. Yellows like to play with anyone during the Day, Reds like to swim in the water at any time, and Purples execute all combined functions. They have small arms and feet, no eyes, and are very short. They feed off of colorful tiny fish in the Ocean, and they eat weeds that grow out of the snow, leaving only the snowflowers to grow. Their mouths are very small, and they have no eyes. However, they can still sense all that surrounds them.

Andracs: Giant Snakes that fly through the air with Dragon-like wings, and swim the warm-watered regions of the Moon Andract (Planet Metabania's Moon). The ends of their tails have arced nets meant for catching the giant fish that thrive in Andract's Oceans.

Ejuls: Gigantic, scarily grotesque, yet peaceful four-legged blue creatures with abnormally long snouts like an Anteater, and extremely long legs. Their eyes are black, and their tails have a unique funnel shape used for extra breathing. The water and air on their Moon-world is breathable, and the quadrupedal inhabitants live as long as they breathe it in. They don't need to eat to survive, and only need to breath.

Shroom-Wraiths: A creature from Planet Nitár's Moon, Golluu. It resides within large mushrooms, waiting to attack those who steer too close to the fungus. They use hallucinogenic spores that cause the inflicted to see things that aren't there. The Shroom-Wraiths have droopy mushroom-like hoods that drape over their heads, and tattered moldy black clothes which are actually made of mold. Instead of legs, they have grotesque bubbly roots below their waists which they use for crawling.

Baltzians: A race of quadrupedal creatures that typically have a mix of white and lavender colored fur. They're less sapient than creatures from other worlds, but are full of energy and playfulness. They're all herbivores, regardless of how predatory they may appear. There are Equine species, Dragons, Cervines, Canines, Felines, Lagomorphs, Rodents, Avians, Reptiles, Amphibians, Mustelas, etc. Each species alike has a longer tongue than usual, and possess an extra long tail than average. They are also very friendly, and very peaceful. Their lifespans are drastically prolonged by the frequent consumption of the light-purple plants growing prevalently all around their home-world.

Everbugs: Insects that come from Planet Nephaldra's Moon, Everfull. They glow with a brilliant white light that gets brighter depending on how dark it is. They lack basic organs like hearts and lungs, but somehow manage to live long, and thrive in dangerous environments. Even after death, their bodies still glow, and also work as perfect fertilizer for soil.

Crystallites (Creatures): Inhabiting Plantet's Moon, Halfling, these creatures feed on minerals and quartz. They each have one eye, containing different mixes of color patterns in their pupils and corneas. They're ovalish, and have small stubby appendages for mobility. Their bodies are covered in thousands of tiny multicolored crystals, hence the name 'Crystallites'.

Zelukins: A race from the Planet Plantet's Moon, Zeluk. While they may appear as ordinary quadrupedal animals, the Zelukins have impressive control over their heart, lungs, and brain functions. Without causing harm or death, a Zelukin can stop their heart from beating for roughly three Days. They can also temporarily erase senses that are unnecessary in certain circumstances. They can shut off feelings like physical pain, physical pleasure, negative emotions, positive emotions, fear, hearing, smell, sight, or nerves. Adrenaline can also be accessed at-will to make their hearts beat faster.

Gleerfish: A fish that sends multicolored lights throughout it's hundreds of thin tentacles that surround it's circumference. The fish itself is transparent, and the tentacles grab smaller prey for it to eat.

Exicolt: An icy long blue fish that lives in freezing waters. It sheds it's icy skin to serve as a decoy to predators. The skin will hold like a freezing glue to any predator who happens to eat it, causing them to become incapacitated for the next hour or so. The Exicolt almost looks like an Eel, but doesn't have the facial features. It's able to freeze the water around itself, encasing it's body in a chunk of ice. When it freezes, it isn't harmed in any way, so it eventually breaks free alive and well. It inhabits the Moon of Planet Harloc, named Seperma.

Jelform: Technically a Moon, and a life-form. It's a gigantic segment of a massive blue jellyfish, which is still alive. The creature can't escape from the planets orbit, so it just floats around, orbiting the Planet Alniria. It came from a comet long ago, a comet that gave life to Alniria. The being was left behind to orbit the planet for billions of years. There are lakes from leftover water on Jelform which contain extremely small jellyfish of the same species. They'll grow to be as big as the adult form in 1 billion Years.

Neerfax: Neerfax's climb the cliffs and trees of the Moon Remure, scavenging for Murids and edible vegetation. The Neerfax is like a Fox, but with a long prehensile fluffy tail. It has skin-flaps connecting between its front legs and hind legs, allowing it to glide from high places. Its eyes are slightly larger than that of an ordinary Fox, giving it keen eyesight for spotting out prey from high up. Its claws are retractable, and incredibly hard, allowing it to scale cliffs. It's a very active member of the ecosystem, and there are countless numbers of them adequately limiting Remure's Murid population.

Gemurids: A mouselike animal that possesses no ears, and has an outer layer of skin that's partially composed of the rocks it eats. They're called Gemurids. They have sharp claws and teeth capable of cutting through rocks without ever becoming dull. Their flat tails are large and powerful, operating like a shovel to keep dirt from caving them in from behind. They're the only inhabitants of Planet Demure's Moon, Raya, and they require no water to drink.

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Examples of Insects, Arachnids, Etc:

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Moscanids: Four-winged flying insects with blue, red, or yellow stripes along it's spinneret. It has a straw-like mouth which allows it to stick into the penetrable skin of other living creatures.

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Every time a Moscanid contracts a sickness or disease, the detriment is then transformed into a vaccine or cure for that disease, which rests within the bug. Not only does it's bite prevent and cure a number of diseases, but it's web also has the same affect if it's consumed.

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It's species' sizes range from a minimum of 1.5 Mm to a maximum of 20 Mm.

Veonips: A scavenging insect species with an arcing armlike appendage connected to the end of it's thorax. The appendage has clawlike digits that grab other insects, then crush them with brute strength. It's great for moving obstacles while burrowing underground. These creatures are resemblant to ants and termites. They move together in colonies, communicating to one another with their antenna signals. They eat mushrooms, rotting meat, very dry wood, leaves of weeds, dead insects, vermin, and corn.

Aklopolka: A large dark purple caterpillar with seemingly no head. Instead it has what looks like a sinking pit made of fuzz where it's head should be. In the middle of the fuzzy pit is a yellow-orange section which moves concavely along with the fuzzy pit. The hollow area is hypersensitive to movement and matter, allowing it to detect anything it's looking at. The Aklopolka's body has spiny purple plates that suddenly appear over it's soft skin, covering every inch of itself. Once the light plates spread out far enough over its smooth skin, the caterpillar uses them to quickly fly away. It's chrysalis is a scaly mix of dark blue suffused with shades of red. Its butterfly form is huge, displaying dark blue wings mixed with lines of red running symmetrically in several directions, looking somewhat like a river. It's "head" looks the same, still retaining the look of a sinking void, but with colors of white, yellow, and light orange.

Demon Spiders: A large arachnid native to a dark Universe of nothingness. Each of it's eyes are a mix of orange, red-orange, red, crimson, black, yellow-orange, yellow, and dark-orange. Their thoraxes may sometimes have contorted faces on them. Their webs are black, and they each peer into other 8 separate universe at a time, waiting to find anything malevolent that stumbles across their site. They travel through webbed portals created by dark magic, allowing them to travel between desired Universes and locations.

Sporads: A playful bug shaped like a yellow glowing oval. It has wings that blanket symmetrically over its figure, which give somewhat of a golden tuxedo appearance. It has beige stripes along its thorax, and possesses pale blue-green compound eyes. Its antennae's are orange, and they're usually found in disorganized swarms, playing with or sometimes entertaining travelers. They have 10 legs, and possess the ability to teleport, usually rapidly at random and unexpected intervals. When they see that someone is attacked or killed, they will all simultaneously teleport far away. Either that, or they will latch onto the assailant and teleport them into a dangerous location, such as a high drop, or a volcano for example.

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Making friends with these creatures can be beneficial for traveling purposes. However, they may make a game of intentionally teleporting someone to startling locations, just to incite an amusing reaction. Though Sporads are very careful not to harm anyone they prank, and will ensure they get back home safely. Sporads eat spores from mushrooms, and they produce a special kind of blue liquid that is stored in a smooth, ovalish white hive. They make it out of the spores they consume, and the liquid is a beneficial hallucinogen that provides permanent immunity to a vast variety of other hallucinogenic plants and fungi.

Alterflasks: Large white beetles with stripes along their bodies. The stripes appear in random patterns. Their thoraxes are shielded with a tough transparent material resembling smooth diamond, also containing the same stripes. Alterflasks have 3-pronged horns capable of stabbing and gripping over prey. Their strength allows them to lift 50x their own weight. A fluid accumulates within their thoraxes, visibly seen as if looking through a decorative glass vessel. Different varieties of fluid accumulate in accordance with their environments. Toxic environments will concoct a deadly black acidic fluid that can be fired out of the Alterflask's mouth. Flowery pollinated environments with lots of life cause it to create a yellowish green fluid that destroys diseases, heals wounds, provides healthy energy, and tastes very sweet.

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In warm or fiery areas, the Alterflask's thorax will produce a mahogany liquid which temporarily bestows resistance to heat or flame, and also improves blood-flow. Cold or freezing areas will cause it to create a pale bluish silver liquid that temporarily bestows resistance to frozen temperatures, while also bettering functionality in the lungs. Rocky areas will give it a liquid that endows physical durability in the flesh and bones, as well as reinforcing claws, nails, horns, teeth, etc into something incredibly difficult to damage. When the liquid changes colors, the stripes will take on the same coloration as well.

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Gulsa: A transparent, slug-like creature made out of slimy gelatinous goo. Unlike regular slugs, they have only one or two eyes which (not elongating from their faces). Their eyes have small brains developed inside of them. There are various different colored Gulsas. Each have different attributes and behaviors. Their genders thinly vary between "genderless" and "hermaphrodite". There are hundreds of different hybridizations of Gulsa.

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Reds have a hot burning effect upon physical interaction, and will automatically attack anyone with rapid movements.

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Yellows will completely numb one's nerves upon touching them, and commonly behave with timidity.

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Blues have healing properties and are docile. Ironically, they're the most dominant species out of all of the Gulsas.

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Greens are gifted with speech and intelligence, and are capable of making well thought-out decisions.

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Purple is venomous, sneaky, and will attempt to devour unsuspecting victims.

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Orange's behaviors are utterly unpredictable, and they always leave a trail of slippery orange slime that contains virtually zero friction.

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Red-Oranges (Or Scarlets) are huge, lazy, and will attempt to consume anyone who bothers their frequent naps.

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Yellow-Greens are herbivores that prefer to eat crops, and are extremely quick.

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Indigos are shape-shifters who assume the forms of anything/anyone they see, but cannot always speak or move properly in those forms.

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Black Gulsas are the slowest and heaviest. They can crush or flatten almost anything in their way. Attempts to kill them may result in broken bones or destroyed weapons.

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White Gulsas can stretch, shrink, grow, and camouflage themselves by temporarily changing color. For unknown reasons, they are modestly helpful to those who are in need, or to those in difficult situations.

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Grey Gulsas randomly appear in buildings and near structures. They're only there to invasively stare, but don't do much of anything else. Their existences often seem pointless, and mildly annoying. Perhaps attaching surveillance cameras to it's face could make use of it.

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Beiges simply act like normal slugs.

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Browns dwell underground in hollow spaces, eating pests like gophers and rats. They enrich soil wherever they go. Farmers love them.

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Clear Gulsas are colorless, which complicates detection. They gather oxygen as sustenance, and are harmless towards other creatures. They also make ideal underwater breathing helmets.

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Rainbow Gulsas can change between any type of Gulsa depending on their moods.

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Glowing Gulsas can turn out to be any type of Gulsa, but with the added affects of illumination and optical hypnosis. It's best to defend against these dangerous types while blindfolded.

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Mirror Gulsas are completely and literally reflective of their environments. Any attempts to hurt them will result in perfect deflection. They also like to mimic or copy the behaviors of other creatures. By force of habit, they contort into different shapes in order to mock the actions of other life.

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Golden Gulsas steal treasures and hide them within themselves, not digesting them, but keeping them. Their attraction to gold is purely psychological. They often have an interest in joining thieves, and serving them as useful pets.

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Hybrid Gulsas are a mix of any Gulsa bred together. Their colors always stay unmixed, twisting in swirling patterns as they move. They have all the combined attributes of whatever multiple species of Gulsa are part of their DNA.

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Pink Gulsas let off strong pheromones which attract other Gulsas, and any other creature as well. They can breed with any creature, even despite interspecial differences. The resulting offspring becomes a hybrid of whatever creature they mate with, along with the pink Gulsa. Usually offspring containing 2 to 3 eyes, somewhat transparent skin, and a slimy pink texture, additionally along with the primary form of the Mammal, Reptile, creature, etc.

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Metal Gulsas are quite docile and compliant with sapient life. They enjoy partnerships with metalworkers and blacksmiths. They love to flatten the upper part of their bodies in order to be treated like anvils. For Metal Gulsas, having a hammer pounded against them is like the equivalent of a luxury massage. Metal Gulsas are capable of devouring any kind of ore, deposit, or crystal, which then allows them to mass-produce those materials for a maximum of 12 Hours. Metal Gulsas will produce higher quality materials depending on how the Gulsa itself is treated and taken care of.

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Scalgrats: Wild quadrupedal creatures of Planet Univarck. Small silver-scaled ratlike creatures that like to live out in craggy areas covered with various plants. They lack the sizable front teeth rodents commonly have. However, it's teeth are very sharp, resembling the teeth of a canid. Their eyes come in variations of black, red, yellow, orange, and brown. Their ears are an obtuse shape, being fairly wide, and are made for sharp hearing. Their tails measure roughly as long as their body, if not a bit longer. The slim end of their tails are sharp like a razor, and are good for catching bugs, fish, mice, and birds. They have squirrel-like hands, equipped with claws that are made of a silvery metallic material, allowing them to scale rocks, climb other difficult surfaces, and cut open hard nutshells. Their back feet are shaped somewhat like that of a lagomorph species, but not fully. Their hind legs are capable of traveling at fast speeds, as well as jumping considerably high. They're aggressively territorial scavengers, and may attack anyone who gets too close.

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Balashalts: Strange creatures that grow off of rocks, dirt, seafloors, and sometimes large trees. Their pale skin is very smooth, and their eyes are brimmed black. They appear as light-colored, dome-like formations at first, then a row of beige teeth appear once their mouths become unsealed. A light emanates from inside the creature's mouth, putting lesser-minded creatures in a trance, such as fish, feral mice, feral rats, larger insects or arachnids, small birds, Scalgrats, and especially Brittlewings.

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Chain-Wraiths: Shadowy evil spirits dressed in tattered misty cloaks. They have their bodies and limbs wrapped in chains beneath their clothes. They have pitch-black horns on their heads, and the faces of black animal skulls. Their eyes contain no pupils, but still commonly glow in colors like red, white, black, yellow, orange, yellow-orange, red-orange, crimson, grey, and brown. Their chains decorate specific dark and evil places, hanging around for travelers or dwellers alike to touch them. Once the chains are touched, the victim will be pursued by hoards of angry Chain-Wraiths, followed by ungodly shrieks and demonic noises. Chain-Wraiths have counterparts who are more associated with lanterns and candles, which are higher up on the food-chain. Those types are the ones that are far more dangerous. The sorts who aren't dangerous however, are the ones who have pupils in their eyes. They are called Pseudo-Wraiths, and are fully capable of civilized behavior.

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Shift-Creatures: Any Species/Creature with the ability to produce as many limbs, heads, organs, etc as it desires.

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Though their primary forms have to stay consistent, and cannot stray too far from their original appearances.

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They can change any aspect of their body's sizes and colors, but aren't allowed to be any smaller/bigger than 80x (Or an 80th) their own size. They can also change their physical genders at will, if they desire to.

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In a random variety of species, they are local to random locations within the Havem-747 Universe.

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In other words, anyone in the Universe can be randomly born as a Shift-Creature, but it is very rare.

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Epiphyte Phoenix: A legendary avian born not from fire, but from a mix of plants, fruits, flowers, trees, and overly bountiful environments filled to the brim with life. Unlike fiery Phoenixes, they live only once. However, their lifespans are hundreds of times higher than a Phoenix born from fire. Epiphyte Phoenixes will create eggs using their powers to create life, thereby giving themselves resemblant offspring. They do this by releasing unique streams of life-giving light from their feathers and bodies, which then materialize together into a clutch of eggs. The eggs attain the natural colors of the environments that surrounds them, and hatch within 30 Days of being created. The Epiphyte Phoenix can spread lush wild gardens of nature and plants wherever they go, bringing forth new ecosystems in merely minutes.

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Their appearances vary depending on the Seasons of their environments (if Seasons exist there). During Winter, they shed some amount of their feathers, making room for Spring, which is when new and higher quality feathers grow back. Later in Spring, their wings and down-feathers will grow multiple flowers, and the energy emanating from the Phoenix will create butterflies, bees, hummingbirds, and other creatures who crave pollen and nectar. Approaching Summer, those flowers will eventually transform into various kinds of fruits. The fruits from the Epiphyte Phoenix are far better than most, and are richer in flavor and nutritional value. The Fall is when the Epiphyte Phoenix's body changes it's colors to the surrounding Seasonal environment, such as the colors of the trees and leaves. The Epiphyte Phoenix inhabits worlds such as Planet Univarck, Planet Plantet, Planet Harloc, Planet Metabania, Planet Trigen, and Planet Nephaldra.

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The Unknown Spawn: Mysterious entities who are spawned with no memory. They're commonly found in specific dark Forests of Planet RueHark. They come in a vast number of species, in fact, almost too vast, as if some were from a different Universe entirely. They cannot speak any native languages, and are usually mute. Due to losing so much of their memory, they aren't mentally capable of speech. Fortunately they can be retaught how to speak. Their sudden appearances are followed by a dark torrent swirling around them, which fades after a few seconds. Each of them has a unique supernatural power.

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Danklings: Creature's who love to devour whatever would be harmful or extremely dangerous for mortals to consume. For example, Danklings love to eat radioactive waste, very sharp objects, hot lava, virulent poisons or chemicals, rotting materials, and various other things that are wretchedly awful for mortal consumption. The more awful it would be for mortals to eat, the better it tastes to Danklings. They have hollow eye sockets, dark fur that writhes like shadows, and twinning tails with blades at the ends. Their forms would almost appear like primates, if it weren't for their ugly and disheveled canine-like heads. They have razor sharp teeth lining the threshold of their mouths, and down into their throats. They have collapsible spines, allowing them to fit through tight spaces, and their tails are also prehensile. They have small black horns on their foreheads, sharp claws, and a keen sense of smell. Their species has settled on various Planets, such as Planet Krusc, Planet Univarck, Planet Metabania, Planet RueHark, and Planet Trigen.

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Zermaska: A quadrupedal Dragon made of scaly shadows. It has 10 tendrils on it's back that morph into giant wings and other types of body parts. The very end of it's tail is a scaly scorpion stinger. It's face is white, and looks as if it's wearing a skull mask.

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It's poisonous bite corrupts whatever it punctures, making it into a slave that's happy to do it's bidding. The stinger temporarily paralyzes whatever vulnerable creature it stings.

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It has seven tongues and an extra 3rd eye at the center of it's forehead. It breathes out a massive black fog to confuse and disorient it's helpless prey.

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Just because it's scary and made of shadows, it does not mean it's an evil creature. -Just noting.

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The Panarials: A multi-physical and multidimensional entity, whose appearance consists of all possible forms, species, life-forms, and entities. They may be easily mistaken for shape-shifters when specific differences go unnoticed. Firstly, Panarials cannot fully choose how they look in each form, no more than we can choose our hereditary eye, hair, or skin colors, or our unique individual facial bone structures.? Each form of species a Panarial takes is unique to fit themselves as an individual.

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Secondly, Panarials are absolutely immortal, and cannot be killed, unlike various types of shape-shifters. Panarials cannot grow old, but can slightly alter the appearance of their age, though lacking the ability to look too young, or too elderly. For example, if a Panarial turned into a human version of itself, it would be able to alter their age-appearance most likely between 15 and 70. However, some Panarial's are different, therefore a few having the capabilities to stretch that range between 5 and 80 Years. Though humans don't exist in the Havem Universes, the same example applies proportionately to every other lifeform/entity.

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Canines (Anthro, Feral & Semi-anthro): Each Planet always has it's own anthropomorphic Wolf or Canine. Many are of extremely different varieties, depending on where they live, and how they live.

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Avians (Anthro, Feral & Semi-anthro): There are always avians of some type on each Planet. Each Planet contains a different variety depending on where they live, and how they live.

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Felines (Anthro, Feral & Semi-anthro): There are always Felines of some type on each Planet. Each Planet Contains a different variety depending on where they live, and how they live.

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Dragons (Anthro & Feral): Not all Planets in the system have anthropomorphic Dragons. Instead, almost all have their own type of quadrupedal Dragons. There are more than several many types of quadrupedal Dragons living on each Planet.

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Cryovizans:

Locals native to the Planet Cryoviza. Anthro, Semi-anthro, and feral Species exist of each of the following: Wolves, Snow Deers, Felines, Frost Tigers, Cryolancers, Frost Foxes, Frost Bears, White Furred Frost Dragons, Frost Phoenixes, Frost Eagles, Ice Snakes, Hybrids, etc.

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All or most of them have white fur, feathers, or scales. Their bones are made of an unmelting ice substance which is several times harder and more durable than average bones.

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Their breaths are icy-cold, and most Cryovizans are inclined in the mystic arts of cryomancy, or ice sorcery. They can control the intensity of their body temperatures, which can affect the temperatures around them, cloaking everything within a 10 ft diameter up to -7 degrees Fahrenheit.

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All Cryovizans are immune to temperature changes, including their own. They are unaffected by lava, fire, extreme hailstorms, and ice. This is due to adaption. Being so close to the Sun, and withstanding the unmelting frostbite of their Planet has made them immune to temperature.

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Most common eye colors for Cryovizans (within the cornea) are white, red, pink, blue, lavender, light blue, dark blue, sea green, grey and silver. Uncommon colors for the eyes are green, yellow, deep purple, brown/hazel, and orange. However, these eye colors still occur, but very rarely.

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Their claws and teeth are usually light blue, white, or transparent.

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Feral Snow Deers & Feral Frost Tigers: White-furred Tigers who live on Planet Cryoviza, equipped with a pair of tiny ice-horns on their foreheads. Their fur's stripes can come in black, blue, grey, crimson, violet and blue-violet.

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Their eyes can be red, blue, purple, blue-violet, white, grey, and light yellow. They sometimes hunt the feral Deer that live out in the snowy wilderness. Other than this, some can actually get along.

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But they have to be careful, because the Deer aren't as weak as they look. They're packed with muscle and even the female Snow Deer have horns for protection.

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Though the Female's horns are thinner and slightly shorter, their horns are still much sharper than the Male's.

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The Snow Deer's eye colors vary at blue, white, violet, grey, and blue-violet. They live out in the icy forests where they eat and feed off Ice-plants (literally, ice-plants).

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Anthro Snow-Deers & Anthro Frost-Tigers: Both of these anthro species tend to get along almost way too much.

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The Snow-Deers and Frost-Tiger's anthro counterparts have evolved in the opposite direction than what their ecosystemic relationships would've intended.

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Instead of hunting and fleeing, they've grown to be compatible in ways of friendship, relationships, and love.

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While the Frost-Tiger possesses physical prowess, strength, and flexibility, the Snow-Deers have great intuition, instinct, and are exceptional at escape tactics and mastering tricks of the mind.

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Both species have the same type of fur and eye varieties as their feral counterparts.

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Frost Fox: A different type of scavenger. Instead of thriving off of most things in nature, quadrupedal Frost Foxes have turned to underground (or under-ice) civilization and have thrived off the kindness and generosity of anthropomorphic villagers.

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Many of the Cryovizans take care of their own pet Fox. Both anthropoid and quadrupedal Frost Foxes are usually very social.

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They have mostly white fur, but have different varieties of blue colors and patterns on their legs and feet, half-way through their large tails, at the top of their head, and on their ears and nose.

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Ice Snake: Coming in anthropoid and normal forms, their skin is usually a light-blue color with different varieties of white shapes and patterns located at the back.

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Their venom can freeze up and utterly destroy a number of dangerous illnesses, such as cancer, bacterial infections, the flu, and many other sicknesses, but may slightly risk death from hypothermia. The venom only works on species other than their own Planet's.

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Cryolancer: It lives on Planet Cryoviza. A predatorial Saber-Toothed Feline, with a single straight and long icy horn growing out of it's forehead.

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They like to hide sleeping under the snow, waiting to attack prey. It's teeth are transparent like ice, and will numb the pain of whatever they hunt.

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A Cryolancer's fur will sometimes have grey, white, or bluish stripes. These creatures have sharp ice-blades at the end of their excessively strong tails.

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The blades come in many different shapes and colors, depending on the creature's individuality. This species exists in anthropoid forms, quadrupedal forms, and semi-anthropoid forms.

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White-Furred Frost Dragon: A Cryovizan creature. A freezing-cold Dragon covered in white fur, it comes in quadrupedal, anthropoid, and semi-anthropoid forms.

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The 2 horns at the top of their heads form like ice crystals. They have blue firebreath which can inflict 3rd degree frostbite. Some of them have a frost flame at the end of their tails, or along the spine of their backs.

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They are the only species on their Planet that are evenly likely to have any eye-color. Flapping their wings creates a freezing gust of wind, wether or not air conditions are frigid.

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The Dragons are great helpers, and are important for aiding in air transport. They often help unfamiliar visitors coming to their Planet get shelter during blizzards.

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Wolf (Cryovizan): Wolves from Planet Cryoviza come in anthropoid forms, quadrupedal forms, and semi-anthropoid forms. The quadrupeds are enormous, regularly matching the size of a Ford Truck (Though this is just an example, as Fords do not exist in the Havem-747 Universe).

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These quadrupedal counterparts make excellent loyal pets, and are phenomenal at helping any Family they belong to.

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One or two of them are often used to pull ice sleighs in order to travel across the snowy wastelands, and to different Cities or Towns.

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They'll go out hunting, and bring back wild animal meat, typically Frost Deers, to their anthropomorphic owners.

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The anthropomorphic Wolf inhabitants are more educated about the subject of ice magic, but the quadrupeds still know at least some.

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They are very friendly, warm-hearted, and welcoming. Their eye colors come in grey, white, blue, sky blue, blue-violet, lavender, and blue-green.

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Frost Grypheonix: A Frost Phoenix, cross between any large predator Cat. It can rise out of the snow or ice once it dies, and be reborn like a Phoenix!

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Anthropoid forms are rare, as they usually come in quadrupedal forms. Their eye colors range mostly on the scale of cold colors, as well as silver, grey and black.

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Cryo-Jell: Much like a jellyfish, except the top is made of glowing blue ice. It's stingers are made of razor sharp ice ribbons.

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It swims in Planet Cryoviza's lakes, which are made of liquid Berylgen, an element that is liquid, but cannot be frozen or evaporated, no matter how low or high the temperature gets.

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RueHarkians: Inhabitants of the Planet RueHark. They're also called "Harkians" for short.

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Ruehark's inhabitants consist of many different species: Owls, Vultures, Ravens, Dragons, Amphibious Dragons, Horses, Canines, Big and Small cats, Vampiric creatures, Where-Dogs, Slime-like creatures, Shade-Wolfs, Elementals, Giant Snakes, Wherelonepsies, Giant Spiders, Spirits, unknown species, and either beautiful or terrifying hybrid monsters.

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Each species has either an anthropomorphic form, a semi-anthro form, or a quadrupedal form, and additionally any other random form. This "extra random form" is a result of its inhabitant's evolutionary patterns having to adapt to several different plane's of environments at once.

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Therefore as a result, they always have an extra form they can shape into, at will. Each RueHarkian has minor telekinetic abilities, allowing them to move lighter objects with their minds.

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RueHarkians are also super gifted in learning the art of Shadow-Magic, which allows only professionals to cast teleportation spells and time-absorption magic.

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It is generally used to temporarily drain thoughts, emotion, and awareness. It draws in the surrounding darkness to attack offenders, and swallow them whole within a temporary void of madness and shadows. Or instead, it could be used to hold someone or something in place.

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Wherelonepsy: A dark looking hybrid creature which feeds off of pure evil.

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It's eyes are void of any light, it has a pale grey beak and face. It's wings are like a Bat's, and the claws at the arches of it's wings are venomous scorpion stingers. It's covered in black fur, has a snake-like tongue, and it's body is long and flexible, connecting it's waist to a mass of tendrils below itself.

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The tendrils are what help it feed off of anything evil, and they cloak the ground within a 50 ft diameter of it's own body.

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It has the ability to draw in evil spirits, and then spit them back to the plane they came from. The Wherelonepsy lives on the Planet RueHark, within a mysterious area of darkness.

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Reverse Gryphon: A Gryphon, but with the mouth and head of a Lion, the lower-half torso of an Eagle, and a feathery cat tail with long feathers symmetrically grown at the end of it.

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It's front legs are Lion's paws and claws, and it's back feet are Eagle talons. It's wings are made of fuzzy skin instead of feathers, which operate just as adequately in flight. Grypheonix's of all elemental types can also be seen with this genetic "reverse" trait.

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Shade-Wolf: A type of giant wolf that blends in with the darkness, and likes to hide in dark areas to strike unsuspecting individuals or prey.

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It can travel through shadows like portals, as long as the shadows are dark enough. Their dimly glowing red eyes can usually give them away.

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They are usually 5.7 feet tall, and 10 feet long, which gives them a disadvantage for finding others who can hide in small or cramped places.

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Where-Dog: A Species that inhabits Planet RueHark. Contrary To Werewolves, Where-Dogs are any sort of Canine species (anthro or feral) that has been infected with Lycanthromorphism (A Werewolf infection).

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Any sort of Canid relative, including Otters and Foxes, can catch this disease. Since silver doesn't exist on Planet RueHark, they use a special multi-purpose metal to cure the disease, called 'Harkite'.

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Vampiric Creatures: Any creature infected with vampirism. Any creature, at all. Vampiric entities are greatly damaged by garlic, but don't get harmed by the Sun.

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Instead, they just hate the Sun because it sends an uncomfortable feeling through them, and automatically draws them back into the nearest darkness.

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Vampiric infections come from demonically possesed Bats that like to hide around on Planet RueHark.

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Like most Vampires, the infected sleep upside-down, have no reflections, and can hypnotize whoever looks into their eyes.

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Drinking blood is an urge that can be satiated for 6 Weeks with just one pint. Although, some appetites can end up more urging.

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Crows & Ravens: Planet RueHark's Crows and Ravens are born tactical geniuses. They come in Anthro, Feral, and Semi-Anthro forms.

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Given any opportunity or circumstance, the Crows and Ravens can conduct plans to take down almost any enemy, or help any ally.

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They never forget a face, and they always have an internal timer in their minds, which is always spot-on.

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Traps are their specialty, and they use them to steal food and equipment from unsuspecting travelers or careless wanderers.

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They speak a separate language which constantly changes, so nobody can know what they're planning.

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Their eyes come in white, black, red, crimson, brown and purple. Any that literally have a third eye at the center of their foreheads are considered to be the leaders of their various groups.

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Owl: Nocturnal creatures local to Planet RueHark, and some other Planets. Owls come in both feral and semi-anthro forms.

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Each feral can talk in full sentences, superior to that of a Parrot. They're stereotypically wise and informative, which is a great help when it comes to the collective survival of others species who receive their updates.

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It's common for RueHark's Owls to live in Libraries, where they learn the contents of each shelf, and enjoy talking to others about books and where to find them. The Owls remember these things by using keen photographic memory.

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Horse (RueHark): Horses and equines exist on many of the Planets. However, on Planet RueHark, feral and anthro equines alike take on darker colors like black, dark grey, and dark brown. They're called Harkorse's.

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They usually have red, yellow, or orange eyes that glow, due to having potent night vision. They have sharp teeth instead of flat teeth, and they usually turn against their owners if they haven't been bred and raised in captivity. Their strength is roughly 20 times greater than an ordinary healthy horse.

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These feral Horse's (RueHarkian) speeds are several times faster than any regular Equine or Horse from other Planets. When raised in captivity, they're highly intelligent, but still very aggressive towards anyone that isn't their owner. Only the dead, and other similar supernatural phenomena can hear their gallops. They are greatly popular among Reapers.

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Wolf (RueHarkian): RueHarkian Wolves are commonly born with intricate black or grey patterns across their black or grey fur. Their patterns are always different in varietiy. These Wolves come in anthro forms, quadrupedal forms, and Semi-anthro forms.

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Many RueHarkian Wolves are gifted with the ability to see vaguely into the past, and can hear the whispers of the dead.

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Like most RueHarkians, Wolves have Night vision, some clairvoyance, and can also cast shadow-magic, whether they be quadrupedal or otherwise.

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For reasons unknown, their feet are unable to leave footprints (like all life on RueHark) when they're alive. So if they ever get lost in the dark wilderness, they use alternate means for retracing their paths.

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Amphibious Dragon: Large Dragons With frog-like skin, long tongues, and slippery tails. They can climb any surface with their clawed and frog-like fingers.

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It's rare for any of them to have wings, but it does occur sometimes. Some are born with venomous skin, which can make survival a lot easier (but not life).

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Kruscians: The Kruscian race's world is a Planet full of corrupt and obnoxious Industries. It is small, overpopulated, and lacking in enough natural resources, due to those resources getting taken to be sold for money, and consumer demand. Their advancements in technology are centered around profit, gain, greed, and Industrial/Corporate benefit.

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This leaves their civilization in an endless loop of benefiting nothing but powerful Organizations, producing the same lame and easy-to-make technology in return for easy profit. Everyone is ripped off by most organizations, and 90% of the population doesn't know. Anyone leftover in the 10% who speaks out publicly against this issue, is subtly muffled by the media. So much crime goes on at this Planet, that it's inhabitants are natural-born criminals with inherited talents for theft and crime, hard-wired into their instincts and genetics.

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Another common talent gifted in each inhabitant, is the knack for solving difficult scenarios, such as murder, theft, assault, conspiracy, etc. Many inhabitants belonging to the Planet Krusc are difficult to communicate with, on terms of politeness. For most Krucians, it is extremely common not to own a home. Even upper-class individuals usually can't get a normal home, unless they build one secretly, like everyone else. Their Government is the most corrupt, out of all Organizations on their Planet.

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Their evil government secretly keeps every life on the Planet Krusc "bound" (Earth-bound), because they don't want superior fuel or energy sources to replace their business, which is oriented around selling cheap rip-off fuel. Anyone attempting to create infinite energy efficiency for space-travel is immediately tracked down and violently killed. This is because their World-Government is secretly in control of each of the Planet's Oil Companies. There are mostly anthropomorphic species, but there are a few quadrupedal pets, and many ravenous feral predators.

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Giant Multi-Headed Snakes: Many environments on the Planet Krusc are corrupted, which leaves many monstrosities, such as the Multi-Headed Snake. This snake's bite is toxic even without venom, considering the extreme levels of bacteria within it's mouth and body. The heads each try steering the body in another direction, but practically fight over which way to go.

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Some turn out to be hermaphrodites at birth, since the fused eggs may bring together more than one gender. Some may have more than two eyes as well, making prey easier to spot.

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Flying Scorpions: The result of Planet Krusc's Governmental punishment (more like terrorization) towards the public. Environmentalists who cared for nature began to protest towards their Government for utterly ruining their Planet's ecosystem, so they threw a protest, which is something very unheard of on their Planet.

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Their Government reacted by splicing mosquitos with scorpions, and threatening to release them out into nature if they didn't stop protesting. Nobody stopped, and that's when these hybrid monstrosities truly began to flourish.

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Oversized Bugs: In other regions of Planet Krusc, there are mass increases in oxygen.. In fact, way too much oxygen concentrated into smaller areas. This is due to unusual chemical experiments having been conducted all around the Planet, and therefore causes strange imbalances in many of the Planet's environments.

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Oversized bugs are the result of the excessive increase in oxygen compacted into smaller areas, such as forests, caves, swamps, etc. They come as big as the size of cars, and have a distinctly awful odor. They come after areas filled with light pollution, and wreck havoc on some civilizations.

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Venomous Crows: Big black birds with the intent to murder and massacre. Their talons and beaks are toxic like a rattlesnake's venom. The Venomous Crows are a result of the species being forced to survive and adapt to eating poisonous food and plants.

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Hundreds of Years of adaption led them to become similar to the things they ate, and the horrid environments those things came from. These birds don't intend to violently kill anyone, unless they make any loud noises, or provoke them. Doves are exactly like Venomous crows, except far less intelligent or quick.

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Giant Hyenas: A feral predator species on Planet Krusc that has gotten bigger due to the ecosystem's increase in larger and more powerful prey. They're both scavengers and hunters, but have difficulty getting in between smaller spaces. The Females are the most viscous and huge, being pack-leaders among many groups of males.

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Malfunctioned Anti-Pest Robots: When the Krucian World Government realized their genetic experiments had backfired on themselves, and were infesting crucial aspects of their Governmental facilities, they decided to invent Anti-Pest Robots. The robots were like spiders, and captured a vast amount of failed genetic experiments, that is by piercing their poisonous knife-like fangs through their prey's vital organs.

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The robots were programmed with an adaption system which evolved itself whenever it came into contact with difficulty. However, the robots started to become smarter to the point of detecting where all the genetic failures were coming from, and had therefore decided to start brutally hunting down the government officials who made the mess.

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Electric Cockroaches: All cockroaches on Planet Krusc are charged full of electrical energy. They're attracted to power-plants, generators, and other electrically-based apparatuses. Their bodies are yellow and black, like a yellow-jacket or wasp, and only the females can fly.

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They have keen heat-vision, which helps them spot anything flowing with electricity. They're smarter than they look, and even have their own language in the form of frequencies released through their antennae's.

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Zombie Bears: A powerful wild animal which has inherently become zombified, due to the contaminated garbage-laden environments it's forced to feed off of. They move slower, but are far more persistent, and much stronger due to an extreme increase of adrenaline.

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Their fur is almost gone, while their skin appears bumpy and rotted. Their fangs are extra long, since they mainly eat meat and organs of any kind. Their eye-sockets are empty of anything, so they go by a keen sense of smell, sound, and touch. In a way, they may as well not even be blind. Some are more skeletal than others, which decreases adrenaline-charged strength, but somehow enhances their speed.

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Six-Legged Frogs: A quadrupedal (or perhaps hexapedal) amphibious species living on the Planet Krusc. It's two extra legs are a result of deep genetic mutation, and is an official inherent trait among the species.

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It's tongue is twice as long as any ordinarily-occurring frog, and is double in adhesiveness. When not tripping over their extra legs, the Six-Legged Frog can jump 4 times the amount of any average frog. It eats mutated bugs, as well as toxic vermin, and venomous insects.

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Canines (Kruscian): Any Wolf, Dog, or Canid species on Planet Krusc is bound to have special treatment on some level. Mostly Wolves, Reptiles, and Canids rule the higher aspects of the Kruscian Government. Other species can be up there too, but not usually.

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Genetically-speaking, all Canines on Planet Krusc have an affinity for detecting any scent, even things that one would believe have no scent at all. They're immune to most toxic chemicals, and possess unique hearing that can attune with some radio frequencies.

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Canids have extraordinary balance, and can see in the dark. Kruscian Canines are usually possessive and territorial, but also work as excellent bodyguards. They're the most tactical and collaborative species on their Planet, which is why they're so high up on the chain.

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Foxes (Kruscian): The anthropoid Vixens, usually being the female ones, are usually sexualized a lot among the Kruscian communities, and are inherently oversexual and-or flirtatious. Many are typically thieves, and are usually very good at hiding.

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Like any Fox, they're superior scavengers when compared to other life-forms on Planet Krusc. They can be born with black, white, gray, brown, orange, yellow, and red fur, or anything mixed among those colors.

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Coyotes (Kruscian): Naturally timid, mostly avoiding any crime or trouble. The anthropomorphic Coyotes of Planet Krusc are good scavengers, and even better hiders than Foxes. They usually organize their scavenged materials in well-concealed hiding spots.

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Their bodies are bendable and able to withstand a lot of damage. Their pain tolerance is pathetic, but they're capable of surviving incidents which would normally kill any other creature.

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Felines (Kruscian): Most Felines who inhabit Planet Krusc are morbidly devious. That's not to suggest that all are evil or mischievous, but it is in their nature however. Like most Kruscians, they're awfully hard to trust.

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They're the sneakiest species on their Planet, and most should think twice before entering their grounds. Their sharp claws enable them to scale walls and fend against other locals who might be dangerous.

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Lions/Big Felines (Kruscian): A species on Planet Krusc which possesses far greater strength than most Kruscians. The ones local to their Planet normally have brown or beige colored fur. Their roars aren't as powerful as any regular Lion/Big Feline, and neither are their muscles.

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However, due to being Kruscian, they have superb hearing dominant to that of an ordinary Lion/Big Feline, and are prone to way less sicknesses. Their manes (if they're male) are somewhat shorter, and their sense of smell is 11 times better than the ordinary counterpart species of Large Felines.

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Equines (Kruscian): The only anthropomorphic species on Planet Krusc which has a quadrupedal counterpart. Their feral or quadrupedal counterparts are just regular horses. However, the anthropomorphics have 85% the equivalent strength as they do.

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Eagles (Kruscian): Unfortunately Kruscian Eagles cannot fly, but can still glide off of high drops, or soften their own falls with their wings. They usually have gray or brown down feathers covering their bodies, and wide talons with extra toes. The extra toes help them walk because they're unable to fly.

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Their beaks aren't very sharp, but are still sharp enough for biting. They have superior eyesight, and are lighter than most species.

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Bovines (Kruscian): The most aggressive species among the Kruscian race. They have oversized horns that get in the way whenever they try to get through a tight space.

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Their adrenaline kicks in easily if angered, and their rage can cause massive destruction. Their IQ is significantly low, but most of them are secretly sensitive on an emotional level. Their hooves are ridiculously hard from generations of walking on hard artificial surfaces.

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Reptiles (Kruscian): Most Kruscian Reptilians with anthropomorphic forms are either lizards, chameleons, or armed snakes without legs. The Reptiles of Planet Krusc have an inclination for living in extremely hot or cold environments.

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Their bodies have superior regenerative healing abilities, and they have immunity to most toxins. Those with claws are capable of scaling structures with rugged surfaces. Their bites are usually hyper-bacterial.

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Hybrids (Kruscian): Hybrids are very rare on Planet Krusc. However, they never appear too outlandish, and are usually a reasonably sound mix between only certain species; Such as Reptiles/Eagles, Cats/Big Felines, Foxes/Coyotes... These are the only possible variations for any hybrid species on Planet Krusc, unless nature is scientifically messed with.

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Metabanians: The several different species of furs and creatures living on Planet Metabania. Their magic is very unique, like most Planetary races.

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It's a type of magic they use that controls and summons the forces of nature. It puts Elementals and magical creatures under it's influence. And it can control the wind, water and fire. They also use spells capable of creating instant holes in the ground, which is useful for digging up treasure.

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Metabanians are commonly adventurous, and are the most likely to be seen exploring the cosmos outside of their World. They are also most likely to become Space Pirates, or regular Pirates who explore the Seas or Cosmos. This commonality comes as a somewhat controversial stereotype to their race.

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Metabanians have a unique sense of style. Some wear dark garments that wrap around their bodies, but also look like robes. It covers their faces and bodies from the Sun or rain while they're sailing the Sea, or crossing the Deserts. The other types of clothing are slim and/or fitting, and most of the time, revealing. You either block the weather, or embrace it.

Fire-Eels: A species of Eel related to Fire Elementals. Fire-Eels stay lit with a burning flame while underwater, or within molten rock. They feed off of fish, fire, and charcoal. They grow larger and gain hotter body temperatures the more they consume fire, fish, and charcoal. Their sizes can become enormous.

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Anti-Elementals: Typically Elementals, except with opposing attributes to their original counterparts. They mostly come in the forms of quadrupedal species.

Anti-Bolt Elementals are made of darkness, a darkness which is used to create black strikes of electricity that travel through non-conductive materials, and will flash-freeze whatever it strikes.

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Anti-Fire Elementals are creatures containing an opposite coloration than that of their original Fire Elemental counterparts. They Freeze whatever they touch, and will spread their icy flames like a real fire if anything is wet or moist. They usually thrive in cold environments, or at freezing regions of the Ocean.

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Anti-Water Elementals: The strangest and most bizarre type of Anti-Elemental. Whatever form it has, it always tends to stay still, not moving a single limb. It's body is composed of an unworldly black material which absorbs all light that touches it. Coming into physical contact with this Anti-Elemental will drain one's energy if exposure is inordinate. They have the ability to teleport, and will intercept into other types of matter via teleportation, without obstructing their own physical forms.

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Anti-Rock Elementals: Anti-Rock Elementals often tag along with Wind Elementals, considering their similarities. The Anti-Rock Elementals generally look like rocks, except they're completely transparent, light as a feather, and cause the gravity around them to decrease. Wherever they go, magnetism is negated. Wind Elementals get along very well with them.

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Anti-Wind Elementals: Generally the opposite of Wind Elementals, but have a slightly similar appearance, but only to some degree. They're made of a wiry-looking spiral of darkness which doesn't seem to move. Wind stops dead in it's tracks wherever Anti-Wind Elementals go, and the air becomes slightly harder to breath. An Anti-Wind Elemental has the ability to lock anything in place just by looking at it, rendering any movement virtually impossible as long as they're stares remain fixed to their visible target.

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Anti-Ice Elementals: Elementals in the form of ice which burn almost everything it touches. It's solid, crystallized, and forms over flammable surfaces. Whatever it "freezes" becomes burnt, but also kept in an unmoving stasis at the same time. They inhabit volcanic areas, and may come out during major droughts.

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Anti-Magic Elementals: The most rare Anti-Elemental on Planet Metabania. On Metabania, they're thought to be either cryptic or fictional, but are in-fact very real. On Metabania, these creatures can come in gray, purple, or purplish-gray. They're capable of resisting any kind of magic without fail, and are very dangerous. They can temporarily turn off anyone's magic powers, or temporarily prevent items/objects from using magic. The Anti-Magic Elementals can temporarily obscure sight, and take away one's senses. The Anti-Elementals can choose to make themselves invisible only to Spirits, while also having the additional ability to be impervious to anything of a necromantic nature.

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Ground Foxes (Feral): A species of Fox on Planet Metabania. Feral Ground Foxes are exactly what they sound like. They are wild four-legged Foxes that dig tunnels and live underground. They have a superior sense of smell compared to other Canines.

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They usually come in lighter fur colors, like light-grey, light-brown, beige, light-orange, pale yellow, white, light-red, or a mixture of any. Each of their eyes can come in any color.

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They have strong teeth, bones and claws from consuming many different types of gems, metals and minerals which lay buried deep underground. They're also omnivorous.

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Ground Foxes (Anthro): Anthropomorphic Ground Foxes are slightly smarter and more civilized than their feral counterparts, and they usually have equipment to help them dig underground.

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Their sense of smell is as good as their feral Cousins, and their fur and eyes range from the same color pallets. They also eat the same types of food, except most consumables are cooked or prepared very differently.

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They build rocky houses underground, and love to live in caves. They are helpful to surface dwellers, because they can scientifically predict exactly when an earthquake will hit, and where it will be.

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Fulgur Wolves (Quadrupedal / Anthro): Types of Wolves that live in the Deserts of Planet Univarck and Planet Metabania. They create massive sandstorms in the Deserts, and use this as a strategy for capturing dinner.

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They are super light, which allows them to ride the waves of sandstorms. They leave soft trails of floating dust behind them wherever they run, and they like to burrow into the sand in order to ambush prey.

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Their fur's always the same color as the sand they inhabit, and their eyes can be red, orange, yellow, brown, beige, grey, white, black or pink.

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Their anthro counterparts make their homes out of rock, stone, salt, sand, cacti, glass, fulgurite and mud. Both counterparts have the ability to create lightning storms out of their own sandstorms, which creates sharp and pointy barriers out of melted sand.

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Feathered mammals (Avigans): Quadrupedal or Anthro species of any mammal, except down-feathers or feathers are seen in place of fur. Their habitats are mostly wetlands, oceanic environments, and beaches. Each has feathered wings. Their feathers are water-repellent, and can their bodies can easily float over water.

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Sharks (Quadrupedal / Anthro): Usually seen on many different Planets with Oceans or very large bodies of water. They create undersea Cities and Towns together with the rest of the aquatic life.

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They eat smaller Fish, Crab, Clams, Squid and seaweed. The smell of blood causes them to act aggressively. Anthropoid versions commonly like to hold crossbow-harpoons as weapons, which allow them to protect their domain.

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Shargons: An aquatic type of Dragon with wings, gills, fins, and a white bottom neck/belly. It breathes a type of sea-green fire, which is sustainable underwater.

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The catch, however, is that Alnirian Sharons cannot breath fire outside of the Ocean. It makes up for this with larger/sharper teeth and claws, along with advanced automatic self-healing regeneration. It's skin and muscles allow extra control/movement in aerodynamic and hydrodynamic mobility. It can smell a drop of blood 8 Miles away, wether it's above water surface, or below.

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This hybrid comes in any species of Shark mixed with any species of Dragon. (For example: Tiger Shark + Ice Dragon = Ticer Shargon)

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Dryland Serpents: Dryland Serpents are large, snake-like creatures that inhabit the dry lands of Planet Metabania. They have scaled plates along their spines which stick out of their backs. This species has no anthro counterparts.

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They get as large as 150 feet long, have colossal strength, and enough of their venom can turn it's prey to stone. Their skin colors are yellow, beige, brown, and dark-brown. Their eye colors are brown, red, green, yellow, black and white.

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Desert Burrow-Serpents: Gigantic Wild Serpents that live out in the large Deserts of Planet Metabania. They have very smooth, sand-colored skin, and have black or yellow eyes. Their bites aren't venomous, but they can transform regular sand into undetectable sinking grounds. The metallic ends of their tails are sharp and flat, allowing them to push dynamically through the sand.

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Magma Serpents: Enormous Serpents deep below the ground. They are Ground Serpents who dug too far into the land, and came into contact with magma, thus becoming Magma Serpents.

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They are found everywhere near Metabania's core, and have venomous bites that can burn it's victims from the inside-out.

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Luckily, they're less violent than most other Serpents, and prefer to consume molten rocks all Day & Night.

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Cloud Serpent: The largest type of Serpent in Metabania, getting as big as 250 ft. It has white feathers mixed with black scales. It can fly, slithering through the sky with a pair of giant white wings.

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It's an omnivore, and also likes eating wild subspecies of Birds. It's bite isn't poisonous, but it can use it's jaws to vacuum whatever prey lurks above.

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It never stops flying, and does not require sleep. Their eyes can be blue, red, purple, yellow, orange, white, grey, or brown.

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Jewel-Lizards (Quadrupedal): A type of wild lizard that's naturally encrusted with any random combination of precious and semi-precious gems.

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It eats any precious gem it finds, then it's skin, bones and claws become composed of the same material, except stronger and more reinforced.

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It's eyes are made of a type of crystal which allows them to see precious gems past any other material. This makes them valuable as loyal pets.

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Some are so small, they can fit in one's paw. Some are very large and make for good transportation .

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Jewel-Lizards (Anthro): Anthropomorphic Jewel-Lizards have the same abilities and attributes as their feral counterparts, except half as effective.

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However, they have abilities their feral counterparts don't have. They can move crystals, gems, and minerals with their minds. And their claws work as super sharp slicing tools, capable of cutting the hardest diamonds.

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Furred Kobolds: Regular Kobolds without fur are not native to Metabania. Kobolds WITH fur are the only types of Kobolds who inhabit the Planet.

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Like most Kobolds, they have a certain subservience towards Dragons. The Furred Kobolds of Metabania are also loyal to Gryphons and Sea Serpents.

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Felines (Metabanian): Metabanian Felines, both quadrupedal and Anthropomorphic exist as multiple different species. Such as Tiger-like, Leopard-like, Lion-like, Cheetah-like, Panther-like, Lynx-like, Saber-toothed Cats, Jaguars-like, Ocelots, Cats, etc. Each has a tail with a gem fixed in the middle, and a larger paws than usual (For traveling on sand). The anthros are unique in how they live their lives, and how their homes and settlements are established, creating buildings out of random materials that make it look fancy. The ferals either live as their pets, live out in nature, or both.

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Parrots (Metabanian): An overly intelligent species of bird on Planet Metabania. Metabanian Parrots are very smart, factual, social, and speak sentences with far better vocabulary than any of the Planet's inhabitants.

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They'll remember anything they see, hear, feel, smell or sense. Their body parts come in all colors, including their eyes, beak, and claws.

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They're usually kept as pets, and are very wise when it comes to warning explorers about certain areas or creatures. The average lifespan for a Metabanian Parrot is 500 Years. Their prehensile tails are fake long-feathers that can curl in and unravel, giving them extra handling over larger bundles of sticks/materials for their nests.

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Eagle (Metabanian): A giant Eagle that changes its feather's colors like a Chameleon. It's prey consists of large meat, such as a BrittleWing, which is a big, stupid, tasty Bird the size of an Ostrich. Big fish are also an important food source.

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They are ridable and friendly towards anyone who isn't prey. Their default colors are grey, brown and beige. And their eyes come in blue, red, yellow, black or white. They have triple-crests on their heads, and their beaks ignite sparks whenever they bite.

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Equine (Metabanian): Metabanian Equines can be quadrupedal or Anthropomorphic. They come in many breeds, including Zebra-like varieties.

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However, each horse breed in Metabania has it's own exotic striped pattern, and is much more sensitive to loud noises due to extra long ears. The ferals are very difficult to train, and the anthros have herculean strength. Being more in touch with nature, quadrupedal counterparts possess a mighty control over rain and water.

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Their fur and stripes can be brown, black, white, grey, red, yellow, orange, beige, silver, or a combination of any. Their eyes can be any color.

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The Unicorns and Pegasi section of the Equine Family are usually combined as hybrids in each of the feral and anthro categories. They're also striped along the body, wings, horns, and legs.

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Manticores (Metabanian): On Metabania, it's a big predator Cat with a massive scorpion tail. It's wings can be like that of a Dragon, Bat, or bird. They have male and female forms if they happen to be Lion hybrids.

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Their fur/skin/feathers come in almost any color or shade, as well as their eyes. Some are gifted with two scorpion tails, or two heads. They have the ability to breathe fire, and they're excellent at flying and swimming. Being the Metabanian variety, they have horns that can release a hypnotic light, and smoldering claws that are poisonous.

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Chimera (Metabanian): A large, horned Feline with a Snake for a tail, front Dragon claws, and the back claws of any other predatory creature.It's a creature that's full of surprises. Some can breathe fire from their tail or front head, and some are hybrids between Chimeras and Manticores.

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Metabanian Chimeras have an affinity for manipulating lightning and fire. Their manes are adorned with jewels, and they share a fondness for jeweled armor and tail-bands. Their serpent tails also have manes, which can coat any item in precious metals like a paintbrush, which when applied, grants special enchantments until the coating fades away.

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Undersea Blobs: Undersea Blobs are the Ocean's way of getting rid of trash and pollution within it's waters. The toxicity and garbage fuse together underwater, then they become Blobs that seek to consume any litter or hazardous materials. Blobs will try to consume other Blobs, but both end up fusing into a bigger one altogether.

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Water-Surface Slimes: A type of Slime local to Planet Metabania, one that's harmless and helpful. It floats over any large body of water, storing oxygen within it's gel. It stays fixed around one's head while they go underwater.

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If one wears it around their head or body, it provides oxygen to be absorbed, via the bloodstream and lungs. This is how it's used as a pressure-resistant diving helmet. Some float out in the middle of the Ocean. If someone is lost at Sea, then they can grab onto Water-Surface Slimes for floatation.

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Fellfaren: A type of Genie or wish-granter that is already free, but has turned wicked. By higher forces, they are re-banished into dark artifacts until they learn to be honest and righteous. The artifacts they're sealed into consist of odd shapes and colors, engraved with texts that are indecipherable to mortals. They commonly manipulate their masters into getting their own desires.

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Nitárians: The Nitárians are a race of several different species of creatures living on Planet Nitár. They're extremely easy-going and relaxed as a race, and are very serene and graceful... In fact, they've fully achieved world-peace! Each of them has the natural ability to produce flowers and plant-life by simply touching any surface.

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Nitárians usually have a secret patch of green fur/skin hidden on their bodies, which allows them to be identified as Nitárian. All Netárians are able to copy any attribute of the surrounding natural environment. They each have their own special nature-based abilities that are befitting to their personalities.

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Each of them has the bizarre ability to create homes inside of rocks, trees, rivers, lakes, waterfalls, etc. The space within is much larger than it is on the outside. Nitárian's bodies phase through the objects they choose as their homes, and it doesn't damage the environment.

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A Nitárian can bring others into their home by giving them a pass, or by touching them as they're phasing into their home. They wear whatever they make, by using their plant-life abilities, which also means they can change it at will.

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Pseudo-Sirens: A type of Siren that lives in the Oceans of Nitár. Very beautiful and attractive. Their voices are extremely arousing instead of brainwashing. Unlike Mythology's Sirens, the Pseudo-Sirens are tame and peaceful. They are usually very bored, and excited to see any visitors who pass by on their boats. They randomly consist of many different anthropomorphic forms, each being trans-aquatic. There are Sharks, Furries, Scalies, Dragons, etc.

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Their fish tails and limb-fins are retractable. They have the ability to shift back and forth between their aquatic forms and their two-legged forms. Or they can be something in between. They are free-roaming, commonly naked, and very flirtatious to the point of seductiveness. Some have quadrupedal forms.

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Pheromonal Nymphs (Furry/Scalie): An entity which mostly dwells within the scenic natural areas of Planet Metabania, and Planet Nitár. They're half spirit, and half mortal. Pheromonal Nymphs come in quadrupedal forms, and anthropomorphic forms. They transform into different aspects of nature, then let off strong pheromones for any creature to follow.

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Once they successfully lure their target, they reveal their forms to them, then they engage in some fun and arousing activities with their newly captured mates. Pheromonal Nymphs have the same abilities as Spirits, but prefer to remain physical most of the time.

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Aquatic Furs/Scalies: Different than Psuedo-Sirens, they cannot go anywhere without water. They wear clothes, bras and jewelry made of what they find on the seafloor. They build elaborate and sophisticated towers underwater, which serve as cities and homes for eachother.

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There are many different races of Aquatics within the Sea, and the various kingdoms they establish like to come together to hold ceremonies, parties, deals, meetings, and mostly fun or beneficial events. They have magic capable of endowing gills to one's body, or increasing the duration of holding one's breath. The magic wears off if the affected life-form isn't soaked with water.

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Fairy Creatures (Furry/Scalie): Usually having small horns along with wings of any kind, the fairy creatures are always either furry, scalie, or non-human. They play about in the trees and in the forests, looking for fun, or helping travelers. They play along with the Forest Spirits, bringing joy wherever they go. Some may be seen playing unique instruments out in nature, or perhaps building something constructive, or flying about, creating large gardens and such.

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Forest Spirits: A peculiar sort of entities who roam the woods and forests, mostly at Night. The fairies like to keep them company, or sometimes help the ones who're upset to cross over into the afterlife. These entities can guide mortals who are lost, by manipulating objects with psychokinesis, or call upon nature along with the fairies to assist them.

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Mushroom Dragons: Native to many nature-oriented Planets, the mushroom Dragons on Planet Nitár are able to turn their luminous fungal effect on or off. They contain mushrooms along their tails, on their backs, and on their heads.

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They breath a variety of different spores that all have many effects, such as; Itching, burning, aphrodisiacs, paralysis, tranquilizer, hallucinogens, illumination, poison, mind control, etc. Ironically, most of these effects are never needed since the whole Planet is so incredibly peaceful. However, their breaths are very valuable ingredients when it comes to alchemy.

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Wolves (Nitárian): Whether they be quadrupedal or anthropomorphic, Nitárian Wolves are beautiful and are often found wearing flowers or exotic natural items found from nature. Their gazes are friendly instead of menacing, and the quadrupedal Wolves are greatly docile. They make great pets or friends, just like the Dogs who are also inhabitants of Planet Nitár.

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Each lives off of fish, fruits, and other edible plants, which actually meet their nutritional requirements. Their fur comes in all colors, as well as their eyes, skin, and every other part of their bodies. There are some who have small horns. Wherever a Nitárian Wolf sleeps, a patch of multicolored vibrant flowers can be seen left at that exact spot. Their magic conjures subconsciously in these little ways as they dream.

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When a Nitárian Wolf howls, the sound's magical resonance reacts with various plants, causing vegetation that wouldn't normally glow, to light up. Their mystic howls allow them to selectively summon light within any surrounding amount of plants they desire.

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Wolf-Bears (Nitárian): A hybrid between a Wolf and a Bear. Whether in anthropomorphic or quadrupedal form, they're very useful creatures when it comes to heavy lifting, carrying, digging, and scavenging materials. They can climb quickly up any tree, and have great speed and dexterity.

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Their roaring howls are powerful, and are used to mark spots with a series of indecipherable magic symbols. The magic symbols created by the roaring howl cause the marked area to gradually develop or grow ideal homes that are perfect for the environment and inhabitants of that region. Wolf-Bear's eyes often glow, and can see past intense darkness, or blinding light.

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Foxes (Nitárian): Very beautiful and aesthetically pleasing to look at, the Foxes of Planet Nitár are playful creatures who often hide under or over trees. Their dipstick tails are ordinarily decorated with exotic or beautiful plants, flowers, vines, or other vibrant plant-life.

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There are anthropomorphic and quadrupedal forms of Foxes, each having similar mentioned traits and tendencies. Their magic is centered more around the aesthetic aspects of nature. Upon physical contact, their paws instantaneously create vibrant plant-life wherever they walk.

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Drikomes: A unique creature on Planet Nitár. It has a body made of hollowed indigo fluid, but takes the form of quadrupedal creatures, usually ones with very graceful appearances. The fluid it's composed of is not water, but rather pure Nitárian magic in liquid form. Their bodies can create translucent refractions of light, much like a crystal prism, which gives the appearance of rainbows shimmering within their bodies as they move. They create nature and plants wherever their light shines, and they have the power to grant powers to those they deem worthy. They're revered as leaders and Masters in various aspects of Planet Nitár's wilderness.

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Dolphins (Nitárian): Nothing beats their abilities to swim, accept maybe a few sea creatures. Nitárian Dolphins have extra amped sonar senses, allowing them to feel what's underneath the Seafloor, or through vast cavernous rocks below.

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The only anthropomorphic dolphins born on Planet Nitár are those of a hybrid species. They must be bred between an anthropomorphic life-form if they're to achieve an anthropomorphic species of Dolphin, which will inevitably turn out as a hybrid.

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The Dolphins often offer services of transportation from one location in the ocean to another, helping those in need of convenient travel. Their magic commands the plants of the Sea, and shifts the (short-distance) currents of the Ocean in order to speed up travel, or easily transport lighter materials from within the water.

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Worcas: Enormous whale-like animals that inhabit the Oceans of Planet Nitár. They have abnormally long tail fins, and are colored black and white. They breath through a set of two holes on the top of their heads, which allows them to gather air, then hold their breaths for up to 3 Days.

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They're extremely hydrodynamic, and are one of the only creatures in the Nitárian Oceans that can out-swim Dolphins. They go up to 135 MPH while underwater. They're friendly creatures, and can take travelers in their mouths for transportation.

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They're sensitive creatures who can feel the presence of other life-forms on land above the Sea. Their extrasensory abilities allow them to feel if anyone is in need of assistance or submarine transportation.

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Giant Sea Turtles (Nitárian): Some are so ancient and humongous, that they've developed an ecosystem with trees and nature on their backs. Nitárian Sea Turtles live up to 9,000 Years old, and when they die, their shells develop into an island that floats for as long as it's at Sea. The hollow underparts of the shell-island become inhabited by countless species of subterranean plants and Sea-life.

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Some are born with Dragon blood, due to a distant lineage full of intermixed species. Some may have protruding spines down their necks, or an extra long tail, along with Dragon-like claws. They grow a type of edible blue-green moss on their backs, which can grant temporary super-strength if eaten. Their magic specializes in controlling waves, controlling undersea plants, and making rain appear from almost nothing.

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Equines (Nitárian): Nitárian Horses come in many variations, each having similar magic abilities. They come in a variety of natural colors for horses, but with additional uncommon colors like blue, green, and lavender. They eat multiple herbs a Day, and leave hoof-prints which magically cause more herbs to grow over time.

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Nitárian equines always smell like fresh herbs. They're imbued with healing magic which radiates off of their bodies. Prolonged physical exposure to these creatures cures allergies, sicknesses, wounds, and chronic depression. Their tails are often covered in growing herbal flowers. Their eyes can be any color, and they come in many different breeds, such as Zebricorns, Zebrasus, Quadricorns, Pegasi, and a variety of standard Horse breeds (All Nitárian-ized), etc.

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Snakes (Nitárian): Nitár's Snakes are enormous, and have various uses for their Planet's environments. When they burrow underground, some intentionally create caves that work as shortcuts for other creatures to get around. The tunnels they make are filled with grass, life, flowers, and sometimes trees or berry-bushes, if the cavern is large enough. They specialize in Nitárian Magic that's used to control vines, making the plants move like snakes in order to stretch to places they can't reach.

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Most Nitárian Snake eggs are black, spotted with multicolored spots. These eggs contain properties that magically grow a nest around them, made of mostly flowers, grass, and 4-leaf clovers. After hatching, their discarded eggshells can be ground up to create a dark-gray powder that magically increases muscular strength, causes hypergrowth among plants, and enhances the attributes of any potion. Nitár's Snakes are very docile, and many are also quite flirtatious. Their diet consists of only fish.

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Furred Snakes: One of the friskiest and most cuddly creatures on Planet Nitár. They love providing other creatures with warmth and bedding by using their incredibly soft fur and therapeutic bodies as a means to nestle up and sleep with. The Furred Snakes strictly only eat fish. Their venom is controlled by their magic, and can be activated at will, regardless of whether it has left their body. Their venom is non-lethal, prevents pain, and replaces it with feelings of comfort, relaxation, and happiness. This way, no fish is ever hurt or displeased in any way. All varieties of Snakes from Planet Nitár always choose to eat species of fish with particularly lesser emotional intelligence.

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Dragons/Furred Dragons: Dragons without fur usually are born out at Sea, in the mountain regions, cavernous places, and usually places other than the forests. Furred Dragons are born in areas where there's plenty of trees, or in forests consisting of alternate plants, such as giant mushrooms, giant flowers, etc. They're also commonly born in snowy scapes. Both breeds can live together in harmony, regardless of regional variant, and are mostly alike, besides their outer exteriors.

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They're the most helpful creatures on all of Planet Nitár. Literally every breath they take has a positive influence on all environments, regardless of what location. Merely the touch of their skin or fur has an immediate effect on their surroundings, bringing ecosystemically stable life into any area. Their horns can change shape, texture, and appearance, serving as homes for creatures who wish to build their nests. Nitárian Dragons come reasonably in almost all shapes, sizes, colors, and can have any eye color.

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They usually contain plants or exotic flowers growing between the scale-like protrusions on their backs, or along/at the end of their tails. Their breath smells wonderful to any creature, and makes them healthy. Their magic is the most powerful out of any creature on Planet Nitár, and is potently in control of all aspects of nature. The Dragons look after the inhabitants of the Planet, almost as if they were their own children. Their fire-breath can turn green, which makes it unable to burn most things that are alive, or organic. Instead, materials such as metals, ice, and other forms of fire are destroyed and consumed by the green flames. Plants that become cloaked by their green fire are imbued with a magic that makes them temporarily stronger, and extends their life by sevenfold.

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Eagles (Nitárian): Eagles from Planet Nitár have opalescent feathers, some of which can glow as they're flying within the Night sky. Their beaks and talons look as though they're made of crystal, but are no lighter than needed for flying. The Eagles often grow to great sizes, sometimes comparable to considerably large Dragons. They're capable of using magic that manipulates the wind's currents within particular areas of the Planet. Using this powerful sorcery, they gain magical strength from the Planet by putting out fires, helping fledglings fly, and gusting away unbalanced weather. They also protect and observe the skies, seeking for alien visitors, also checking if they're a threat at all.

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Lyrebirds (Nitárian): Like all Planetary inhabitants of Nitár, each can use the Planetary magic they're born with.. However, the Lyrebirds (Real species, btw) of Planet Nitár have the unique ability to accurately mimic any noise they hear, and it's a non-magical ability. Their vocal cords are so powerful that they enable the Lyrebirds to produce up to 135 decibels. However, the ones on Planet Nitár aren't meddlesome assholes, so they never need to go to that degree. Nitárian Lyrebirds usually have an exotic flower covering the top of their heads, and are covered with multicolored variants of blue, green, and indigo feathers. Here's a link to a picture of a real Lyrebird as reference: https://goo.gl/images/paqk3f

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Predator-Like Cats (Nitárian): The Predator-like Felines of Planet Nitár aren't really predators. They're extremely regal and valiant creatures by nature. They can run on water, stand on clouds, and are guardian watchers of Planet Nitár. There are Lionlike varieties, Tigers, Ligers, Lynxes, Saber-Toothed Cats, Leopards, Mountain Lions, and Panthers. Each Feline has the ability to roar, thereby magically summoning cloaks of protection around all innocent objects and life that the sound travels through.

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The average size for all of them is 8 ft in height, and 15ft, 7 inches in length. Their manes or fur are usually adorned with intimidating-looking plants or flowers. Nature around them tends to aid them with assistance in any difficult task. They're often associated with light-green flames, sometimes having them on the ends of their tails, on their backs, paws, or otherwise. The green fire imbues anything alive with excessive life-force, thereby endowing strength, agility, coordination, quicker and better thinking, and endurance. It also heals any life-form of it's injuries, wounds, or ailments.

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OmniFarial: A multi-physical and omnifarious entity (hence the name), whose appearance consists of all possible forms, species, life-forms, and entities. They may be easily mistaken for shape-shifters when specific differences go unnoticed. Firstly, OmniFarials cannot choose how they look like in each form, no more than we can choose our hereditary eye, hair, or skin colors, or our unique individual facial bone structures.? Each form of species an OmniFarial takes is unique to fit themselves as an individual. Secondly, OmniFarials are absolutely immortal, and cannot be killed, unlike various types of shape-shifters. OmniFarials cannot age, but can slightly alter the appearance of their age, though lacking the ability to look too young, or too old. For example, if a OmniFarial turned into a human, they'd be able to alter their age-appearance most likely between 15 and 70. However, some OmniFarials are different, therefore some having the capabilities to stretch that range between 10 and 75 Years of age, as if this were the act of perfecting a skill.

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The Decrabaf Guardians: Decrabaf is a league of protective and overpowered Guardians, who defend all that exists in the Marvelir System (Their Solar System).

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Each Gaurdian is a different species, and transforms between both an anthro and a non-anthro form.

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Theses are their different species: Dragon, Equine, Canine, Reptile, Amphibian, Bovine, Avian, and Feline.

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Others from most Planets refer to them as Goddesses (And a God), despite the fact they are only immortal, and have no omnipotence or omniscience.

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Dreknah: A black-furred Dragoness with mixed rainbowy eyes. She has a line of deep blue holy fire at the spine of her back and tail, which flares out beautifully. She has the power to produce light-blue holy fire out of thin air, which can purify any evil or ailment in existence.

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She's the immortal Dragoness-Guardian of the Marvelir System. She is the Queen of the Marvelir System's Light Dragons, who keep their System's unstable Sun (Plazár) from going out of control. She has complete control over all types of fire, ice, and light. Her manipulation over light gives her the ability to turn invisible and change the colors of anything/anyone she sees. She also has the ability to activate her own X-ray vision and infrared vision.

Prayer Syndicate: Mortals and non-deities need someone to look up to, especially somebody powerful enough to pray to, and communicate with at will. The Prayer Syndicate fulfills those needs. Dreknah is their leader, but also employs the help of other DemiGods at times. DemiGods with the most major influence (from greatest to least) in the Prayer Syndicate are: Dreknah, Aaronest, Amprabite, Bovinitine, Felreap, Carathmo, Elliburse, & Cosmo Caprinicus.

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Elliburse: A white-furred mare with indigo eyes, weightless black hair and tail. She is the Marvelir System's Guardian-Queen of all water and ice. She is great friends with her Guardian friend Dreknah. She can create more than trillions of tons of water, and has a close bond she shares with all aquatic life in the Galaxy. She is capable of creating huge amounts of her own holy water. She uses her holy water to cleanse diseases, ward off evil, and bestow immortality on any life-form.

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She likes to create rain and snow throughout the Marvelir System and all of it's Planets. However, she isn't the cause every single time snow or rain shows up. If others are superbly nice to aquatic or ice creatures local to their homelands, she makes vast amounts of holy snow/rain pour down from their sky. It endows practical immortality, and cures all physical/mental sicknesses. She does this as a reward for others who treat her favorite creatures extremely well.

Marine League: A collective of Champions from other Planets and Galaxies who have a strong affinity for water and/or ice. Each of them serves Elliburse, the Equine DemiGoddess of water and ice, as well as the protective deity of all who inhabit watery or icy areas. With her help, they are deployed in positions of power, whereas they can protect water-related or ice-related creature or regions. However, the selected Champions aren't always warriors or wrathful behemoths. Many are also scientists, as well as marine biologists, organizing and situating environmental protection in areas that need it the most. A variety of them are Masterful in the arcane, capable of using powerful Hydromancy or Cryomancy (Ice Magic & Water Magic).

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Carathmo: A giant Wolf with yellow eyes, black and white striped fur, metal claws and metal teeth. He is one of the Guardians of the Marvelir System. He's the one who's in charge of intercepting interstellar wars, and punishing those who cause havoc throughout the collective Planets and stars. He owns/commands an ideal army made of the strongest and most tactical creatures in the Havem Universe.

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He and his army are so good at war, that they don't even need to kill. They only take prisoners, and will attempt to rehabilitate them into becoming more peaceful and trustworthy. He is surprisingly friendly, despite his intimidating appearance. Carathmo rides countless different creatures as methods of travel or battle. He wields a large holy sword that is indestructible, weightless, and infinitely sharp. The weapon is bound to him, meaning it can't be used by anyone else. All he has to do is say it's name (Edenance) to summon it whenever he requires it's assistance.

Light-Bringers: An enormous force of rehabilitated Elder Demons mixed with incredibly powerful warriors from around the Universe. The Light-Bringers is a name meant to purify the ugliness behind the word itself. Every Elder Demon in the Light-Bringers was rehabilitated in some way, and now serves to spread good and light. Carathmo is their leader, and teaches everyone the values of altruism perfectly.

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Repateel: A color-changing snake with no default scale color. Her eyes always remain glowing white with a black pupil in the center. She is a Guardian of the Marvelir System, who protects Time and Space. Her powers allow the resetting of time, stopping time, or forwarding time. She can create portals leading to other Universes, and she can prevent or block potential threats from entering into their own Universe.

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Repateel manages who goes in, and who goes out of their Universe. She can make pockets in space-time which allow anyone to stay there for as long as she wants, without aging or letting time pass in the outside Worlds. Distorting Space and Time allows her to affectively confuse any hostile entities.

Weavers of the Fabric: Also known as just 'Weavers' for short. Weavers specialize in a type of deific magic bestowed on them by their DemiGoddess, Repateel. The magic allows them to traverse through different fabrics of time and space, allowing them access to an infinite variety of different Timelines, Universes, and other Dimensions. Weavers often have to battle with their natural enemies; The Eldritch.

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Amprabite: A Monster-like Amphibian, who looks much less like a frog, and more like an enchanting swamp-beauty with a long slimy lizard tail. She has webbed feet and rounded fingertips. There are two black horns on each side of her head. Her hair is a dark green, her skin is wet and light green, and her eyes are vivid red. She is a Guardian of the Marvelir System, and she has the power to control the realm of perception and emotion.

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She helps protect against mass hysteria and panic amongst the members of their System. For example; If a meteor or alien invasion were headed towards a World/Planet, then she would be able to prevent them from seeing it, in order to keep them from destroying each other, while she and her Guardian allies take care of the situation.

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She can also cloak entire Planets in a massive force-field, which keeps them in any mental state she chooses. Such as calmness, violence, friendliness, fear, love, carelessness, determination, psychosis, etc. She can hijack any individual's mind, and use them however she likes. Often she kidnaps anyone who's evil by nature, and uses their minds as her pawns for good. She only uses her abilities when she truly needs to.

Cloak Agents: Agents who serve Amprabite, usually garbed in camouflaged cloaks. Cloak Agents are protected by Amprabite's ability to alter perception, allowing them to reside in plain-sight without ever being detected by anybody. Mortals, Spirits, Reapers, and even skilled psychics aren't able to notice them, unless uncloaked. Cloak Agents respect all privacy, unless there's an emergency that involves keeping lives safe from serious harm or unnecessary death. Cloak Agents can sometimes alter decisions made by individuals and creatures, if not slightly. They offer words of encouragement, wisdom, and will sometimes teach spells to their listeners without them ever knowing where they learned it. Only Gods, DemiGods, Angelic beings, Light Dragons, Arch Reapers, and Void Reapers can see Cloak Agents.

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Bovinitine: A dark-orange furred, female Bovine with green eyes and beige horns. She has white stripes along her tail, and a small golden bellybutton ring. She's the immortal Bovine-Guardian of the Havem-747 Universe. Bovinitine has her own secret Planet hidden in subspace, which she uses to grow mass amounts of food. It's name is Planet Comaida.

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With her Planet, She invents different types of food using her vast knowledge of Galactic science and culinary expertise. She secretly ships the sustenance to those who are starving in hungry areas of every other Planet. Bovinitine runs the sneakiest food-market in the Havem-747 Universe. She's in charge of protecting the Marvelir System's Planets from World-hunger and starvation.

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She's the 2nd best cook in the entire Havem-747 Universe (2nd to Glurtus, the incarnation of Gluttony).

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Bovinitine is the Guardian team member who cooks as everyone's Chef. She enjoys it, and is very upbeat about her position on the team. She is competitive, and will accept the challenge of anyone who challenges her to a cook-off in person.

Culi'Knights: Dexterous culinary servants of Bovinitine, who commonly wield a series of different blades. Some are meant for food, while other blades and tools are meant for creating culinary masterpieces, or large meals meant for feeding large quantities of hungry consumers. The Culi'Knights help Bovinitine serve the same obligation she dedicates herself to, which is purging hunger and starvation across all Worlds. Only the best cooks in the Universe are chosen to serve as masters of the crusade against famine, starvation, and prevalent World-hungers. They're extremely knowledgeable when it comes to food or alchemy ingredients, even if they have to hunt and scavenge for it out in the wilderness. Some keep flasks of their favorite potions or spices for self-defense, or as cooking tools.

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Gormages: Exceedingly wise mages who use various types of magic, incorporating it into gourmet food, and vice-versa. They're incredibly superior to Culi'Knights when it comes to alchemy, while their bladesmanship is usually lesser to Culi'Knights. This is why Gormages and Culi'Knights are always paired together as traveling companions, in order to bring out each other's complimentary abilities. Most Gormages have a unique summoning ability, enabling them to create massive gourmet golems out of magical food. They can also use magic to imbue crops and gardens with the best quality nutrients, so that they grow to incredible sizes, while possessing exquisite taste. They have the ability to supercharge any food with enchantments, bringing endless effects to the consumer, such as resistance to temperatures, elevated moods, mental changes, good fortune, extra energy, etc.

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Aaronest: Aaronest is a white glowing Eagle/Peacock hybrid. She's the Guardian in charge of endowing good luck all over the Marvelir System. She has claws and a beak made of gold. Her yellow-orange eyes can see into different paths of the future and present. She can affect which events happen by using powerful telekinesis from across space. Her clairvoyance can only stretch within the bounds of the Havem-747 Universe.

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She is the one responsible for many items and individuals in the Marvelir System being endowed with good luck. Her goal is to protect their Universe's inhabitants from bad luck, and replace it with good luck. She has the additional ability to read thoughts and see into an individual's heart, which is useful for detecting deception.

Luck Nomads: Mysterious travelers who set off on journeys, spreading luck, happiness and good fortune to all they come across. Without ever knowing it themselves, Luck Nomads are chosen by Aaronest to be bringers of good luck and fortune. They are usually lonely in the beginning, without Families or friends, who find love and purpose in helping others. Luck Nomads eventually settle down, making friends and starting new Families. Sometimes with other Luck Nomads. After all, most Luck Nomads are connected.

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Felreap: The powerful black-winged Feline Guardian of the Marvelir System. She has vivid red eyes that can change to red-violet whenever her emotions fluctuate. She has black fur all over, and black feathered wings. She's in charge of literally dragging evildoers to their inevitable deaths. She often has a morbid sense of humor, one that's often in bad taste. She likes to try on the skulls of the enemies she's killed, and laughs maniacally as she rips apart their flesh.

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Her job is to clear the Marvelir System of anything or anyone that's mostly evil. Every time she kills an evil entity, she absorbs their energy and becomes more powerful. The end of her tail has a scythe attached to it, almost for decoration. If she ever happens to find someone whom she deems acceptably fun and to her liking, she gives them a "Death Pass". A large black coin which saves ones life from harm, only if death is imminent. Despite her dark ways, she is a very playful Feline, and has a colorful personality.

Derranged: Spiritual incarnations of dread and turmoil. They are creatures that come in many sizes, and can change their shapes. They're only visible to the dead, or to Angles, Demons, Reapers, mediums, witches, necromancers, or anything of a higher supernatural rank. Normal individuals and mortals cannot see them, but can sometimes sense them to a minuscule degree. Derranged have an appetite for the misery of earthbound Spirits who are unable to cross over. Derranged especially love when a Spirit dwells within their own denial-founded reality, a false Universe where the Spirit's mind continues to wander, making themselves believe they're still alive.

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Derranged perch and roost on the borderlines of the false reality, feeding off of however much suppressed dread and denial there is inside of the dreamt-up Universe. They guard the borderlines, just to be sure nobody escapes from the false world. To Reapers, these places are known as Pseudo-Realms. There can be various Spirits inside of the same Pseudo-Realm, usually as long as they've all entered into denial, and have died relatively in the same place.

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Derranged get significantly stronger, and slightly smarter with the more misery and dread they consume. Their whole bodies are typically grotesque in any form they take, and they have terrifying faces that not even a Demon could bare looking at. The Derranged especially love to eat Demons, which gives them immense power. However, they rarely catch Demons because of the large difference in intelligence, and the typically cunning tricks of the Demons.

Shadow Demon: A dreadful creature of incredible power. It's created when a Demon's Soul is consumed by one of The Derranged. Shadow Demons come in various shapes and sizes, but always have horns, antlers, or wings. They have power that's almost comparable to ordinary Reapers, which is a lot. Their presence sends a chill down one's spine. They breathe out a smoke that blinds Spirits, simultaneously forcing them to retreat into a Pseudo-Reality. Within the smoke is a dreamworld that keeps the Spirits from waking up. While they're stuck, the Shadow Demons feed off of their misery and suppressed regrets, much like a Derranged would. Shadow Demons can melt into puddles of shadow, allowing them to flow freely through the world in search of Spirits to leech off of.

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They have the power to command The Derranged against their wills. Derranged who are powerful enough to elude a Shadow Demon's mind control are consumed immediately, making the Shadow Demon even more powerful. The Shadow Demons are formless at first, but take on forms that are most feared by the majority of the entities around them. Shadow Demons can grow to the size of towers. They attack anyone who disturbs their feasting, and can release shrieks that temporarily paralyze Spirits and mortals alike. Looking into their eyes will incite horror in one's Soul, making them scream uncontrollably. Shadow Demons can teleport and create portals, as well as make themselves invisible to Spirits. They can manipulate a bound Spirit's Psuedo-Reality in order to keep them there, or completely terrify them in order to provide themselves sustenance from their victim's dread.

Bound Spirits: Spirits of the deceased who haven't crossed over yet. They can reside in many ways; Some are fully aware of their deaths, but aren't quite ready to cross over yet. There are also others who aren't aware of their deaths, or are just in immense denial. The ones who cannot tell that they're dead often roam in the areas they've lived or died in, falsely reliving their lives in a mentally conjured up reality, as if they've never died. Some may reside in memory time-loops, unaware of their repetitions. The ones who roam freely without denial may often protect loved ones, or go about wandering areas that the living cannot reach easily.

Arc Reaper: An entity that's created when an Angel and a Reaper produce offspring. The Arc Reaper is thousands of times more powerful, and more intelligent than a Shadow Demon. There aren't many, but just one is capable of annihilating millions or even billions of evil entities. The Arc Reaper has the power to shatter Pseudo-Realities, and bring lost Spirits back to their senses immediately. They glow with a brilliant white light, and can create protective forcefields. Arc Reapers have immensely powerful telekinesis that's far superior to that of any ordinary Reaper.

Void Reaper: An extremely unlikely offspring between a Reaper and a Demon. The Void Reaper isn't bound to be inherently good or evil, but instead has the choice to make any decision, regardless of their dark lineage. Void Reapers can absorb evil into their horns and tails, allowing them to clear areas of Demonic or impure presences. They're capable of ending lives by merely the snap of their fingers. They have pyrokinesis, cryokinesis, and telekinesis, meaning they can burn or freeze things with their minds, as well as move them around. Void Reapers are so powerful that they have the ability to control the mind's of Shadow Demons, which in-turn would give the Void Reaper control over The Derranged. Void Reapers are almost as powerful as Arc Reapers.

Reaper Dragons: Dragons have as much individuality as anyone else in the Havem Multiverse, which is why some have willfully volunteered to become Reapers. When a Dragon is initiated into Reaperhood, they gain the Dragon-Breath of Death, a special power that erases the bodies of all evil entities, and immobilizes their Spirits for capture. Reaper Dragons keep the Souls of the wicked inside of a black orb (or crystal) floating a foot away from the end of their tails. Reaper Dragons are commonly gentle with the Spirits of the innocent, but show no mercy for the wicked. There is another unique ability they obtain once they've reached Reaperhood: Void-Fire: A breath that scorches one's Spirit with the weight of the vile atrocities they've committed. Sins such as stealing unreasonably, killing needlessly, selfish dishonesty, meaningless violence, and any type of harm that has affected anyone negatively. Some in other regions of Planet RueHark call it the Breath of Penitence. This fire-breath has no effect on the innocent.

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Reaper Dragons are always there to help with the punishment of evil entities. They use their Void-Fire to help Felreap (Queen of Reapers) with punishing those who've done horrible deeds in life. They work as excellent body guards, and are very inclined when it comes to gathering wicked Souls. They're excellent partners to Reapers, especially when it comes to the relationship between Dragons and Riders. The name of Felreap's organization that cooperates Reapers with Dragons is called Dragon's Scythe.

The Algire: The antithesis of Reapers. The Algire take on the obligation of bringing those who've died back to life, sometimes no matter how badly they've been damaged, or how far they've aged. The Algire's tendencies and typical traits are roughly the opposite of Reapers, such as their pain tolerance, which is practically nonexistent. Their insane susceptibility to pain often makes them emotional. Their issues with emotional control will sometimes effect how they make decisions, causing them to resurrect those who may seem much better off dead. This throws a huge wrench in the works and endeavors of Reaper's all over the Universe.

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Most Reapers often view The Algire as self-righteous, selfish, ignorant and rash fools. Though most of the Algire seem to feel the same way about many Reapers. The Algire and Reapers are both immortal in their own way, and have quite a rough history with one another. The Algire can be killed, but never permanently, since they will always resurrect, with everything completely intact (Resurrections time-range being within the nearest Planet's full rotation). The Algire change leaders every two Millenia's, while Reapers have stayed with the same leader they've always had; Felreap, the DemiGoddess of Death, who is the Queen of Reapers.

Alpha-Demons: A type of Elder Demon that predates the demonification of Humanity. Generally, Alpha-Demons are Demons or evil monsters that existed as corrupted entities, even before Humanity was destroyed for their nasty dispositions and turned into Elder Demons. The Alpha-Demons are human-related creatures who've underwent the same Demonification process alongside Humans in the proceedings of Humanity's Multiversal destruction. Those who shared the same fate as humans were Windigo's, fallen angels, genies, demon lords, vampires, werewolves, sirens, Greek/Roman DemiGods, cryptids, legendary entities, and pagan deities. In other words, these entities were double-corrupted, and therefore transformed in the same manner as Elder Demons.

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Havem's 7 Deadly Incarnations:

  1. Glurtus: A red-orange, giant transparent Slime-Dragon who eats anything. He has black horns, red-orange eyes, and yellow claws. Each time he eats anything, he permanently gains both the positive and negative attributes of whatever he eats. The ability or attribute then becomes something he can activate at will.

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He can summon as many of the abilities or attributes as he wants all at once, if he desires. Glurtus also gains the memories of the creature or object, and can optionally trap their Souls within himself to keep them as long as he wants. Glurtus is the best cook in his Universe (Havem-747), and he is that Universe's physical incarnation of Gluttony.

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  1. N'Graw: N'graw is the Havem-747 Universe's Love/Lust incarnate. N'graw comes without form, until presented with another existing entity. N'graw's gender, personality, attitude and appearance fits exactly to the best possible mate to anyone he/she meets.

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He/she can make real copies of herself, so that those official forms can be with their mates forever. The multiplied forms of N'graw are her creations, much like Daughters and Sons, and are telepathically connected to N'graw. They are created solely to be with their partners, and please them in every possible way. N'graw travels the Universe constantly seeking for beings who are looking for partners, whether their desires be for Love, Lust, or both.

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  1. Tarvahage: The embodiment of all Envy, local to the Universe named Havem-747. Tarvahage is extremely talented in almost all ways. When she's met with an individual who's better at anything than she is, Tarvahage will gradually come to double her talents over their own.

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However, Tarvahage doesn't do this instantly. She reaches her goals out of pure willpower and determination, and she may lose several times before reaching her objective of success. A loss only makes her more willing and determined. She can transform into anyone she finds most appealing, then she takes over their lives, slowly replacing them with a "better version" of them.

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  1. Godly Bane-Meister, Savior Of Good, Destroyer Of Evil: A golden-furred anthropomorphic Dragon with a diamond crown attached to his head, and purple eyes. The embodiment of all Pride in the Havem-747 Universe.

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He gets his name from himself, and frequently insists on others that they should call him by his full name. He firmly believes he is responsible for all good things in the Universe, and literally thinks that the Universe revolves around him. He is infatuated with himself, and only conveys consideration when facing towards a mirror. He is capable of watching anyone who says his name, and will challenge anybody who insults his Pride.

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He appears to those who attack his honor with the highest prejudice, and challenges them to a battle of pride and honor. He has a talent for finding positions and jobs that ultimately lead to the most fame and popularity. He is a well-known and unbeatable hero in one part of the Galaxy, while in another part, he's well-known as an unstoppable villain.

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  1. Haygo-Mand: Greed-incarnate, of the Havem-747 Universe. He's a Massive Weasel/Dragon Hybrid with golden whiskers, a white Snake-tail, baring diamond teeth, and eyes with golden corneas. He calls his tail Mandy, and they constantly debate over who owns the treasure they find. They are a couple, because they find each other both to hold the same value as treasure, which fuels their love for one another.

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His fur is made of silken diamond, his eyes consistently change color, his claws and horns are made of a fusion of unbreakable sapphires, emeralds, rubies, opals and diamonds. Haygo-Mand has powerful wings, and the ability to see the locations of what's most financially valuable in the Universe. He is the most extensive collector of all things in the Havem-747 Universe, and likes to travel to other Universes in order to find other things of even higher value.

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Rare lifeforms, objects, places, etc. He collects, hoards, and organizes them all within his own secret solar system of treasures, and lives in an oversized golden castle full of his own priceless possessions.

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  1. Meh: Sloth-incarnate, of the Havem-747 Universe. His name's Meh, a semi-anthropomorphic grey-furred Reptile with yellow eyes, and an extra-long set of 12 tails which do everything for him, and have minds of their own. He lives within an invisible subspace pocket which travels around the Havem Universe all by itself. This space-time pocket abides by no laws or physics, and it opens up every so often.

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Anyone who finds Meh within his realm will instantly become slothful. Either that, or infinitely patient if they stay with him in his reclusive realm. Whether they become infinitely slothful or infinitely patient depends on the person's individuality and/or behavior while visiting the subspace pocket. If they end up becoming infinitely slothful, they'll end up trapped in their own laziness within Meh's subspace pocket-realm for countless Eons. If infinite patience is imbued instead, then they'll have the ability to do anything without getting bored or tired, mentally and physically.

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  1. Derania: A red-skinned feral Dragoness who became the Queen of all Devil-Dragons, by defeating the Demon armies of Hell, just to laugh at them and make them suffer. She's one of the most powerful and evil creatures in the Havem-747 Universe, also one of the most hateful and hostile. She bares black teeth, claws, horns, has glowing red eyes, and a razor-sharp tail.

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Her red skin is rough enough to scrape titanium. She breathes fire that never burns out, and it's the hottest in the Universe. She can summon red lighting to strike those she hates with the power of pain and death. That is simply her favorite way to harm others, as she has many other ways to torment the inhabitants of the Havem Universe. Her magic is capable of doing almost anything, as long as it's oriented around inflicting harm or torture.

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Long ago, many of the Universe's most powerful entities had to team up against her, in order to seal her away into a rift between the dimensions of the Multiverses. Between all those Universes, she is still there, bound by a powerful spell, which may or may not force her to stay asleep.

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Even still, she can use what remains of her energy to hex creatures across the Multiverse with a viscous spell that inflicts one's mind with violent intentions. Her very existence is a danger and a detriment to the entire Universe, even while she is asleep in a void of nothingness. She wasn't always so evil. There's another entity that has her under it's corruption.

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Amrak: The Universe Havem-747's living incarnation of Karma. He is a massive snake with a glowing diamond shaped gem at the end of his tail. The geometric apparatus is powered by the deeds of all sapient beings. Amrak can see whatever's happening presently in all areas of the Universe. In order to accommodate for his position, Amrak's mind is immensely powerful, capable of serving punishment or reward with just a mere thought. His eyes are a spectrum of multiple colors mixed in a rapidly changing current. His body is black on top, white underneath, and his head has chrome curled horns. Amrak's venom can take positive or negative effect on those he bites, usually any effect that's necessary to infix Karma of the greatest absolution. He preys mostly on Elder Demons.

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Seudomas - Corrupted Lust counterpart

Belrogeph - Corrupted Sloth counterpart

Marouse -Corrupted Greed counterpart

Thanvous - Corrupted Envy counterpart

Sape - Corrupted Wrath counterpart

Belglot- Corrupted Gluttony counterpart

Liapru- Corrupted Pride counterpart

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Damnoth: A dark God recreated by Derania to inflict harm upon the Universes in her stead. Remorseless, evil and omnipotent, Damnoth travels through unending Universes and slowly destroys or corrupts worlds.

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He is formless, mischievous, and can take any shape he chooses. He often threatens to destroy villages and communities in order to blackmail others into giving him praise and submission. He is a violent narcissistic shape-shifter with only the motives to satiate his boredom. He would even destroy a City if it meant a moment of entertainment.

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Fenitel: An anthropoid Fennec who's fur is darker than Night. Fenitel has white eyes that shine brightly, rendering eye contact difficult. She has long silver whiskers endowed with the power to sense surreptitious?ness. Fenitel's tail can extend like a growing shadow, one that's capable of shrouding large areas in pitch-black darkness. Fenitel owns a fake secret library, where all the pages are blank. But whoever gazes into the books will become mentally trapped in a reality of fake answers, usually in attempts to mislead them from whatever secret they're looking for.

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As rarely leaked rumors say, Fenitel owns two libraries; One being fake and illusory, while the other is real, and chock-full of desperately hidden secrets from all over the Universe. Fenitel is a cosmic entity. She has a rather complicated relationship with a Multiversal Librarian named Torbiath, who keeps a library of Multiversal material. Fenitel and Torbiath help each other whenever secret information becomes too dangerous for Torbiath's library, so she keeps it safe for him after he's done reading it. However, battles do occur between them whenever certain material is desired by both, but seems better off unshared, hence their complicated relationship.

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Fenitel has the ability to selectively erase memories, doing so very inconspicuously and intricately. She has the ability to turn matter invisible, and manipulate the 5 senses of anyone she senses, making them smell, see, hear, feel, or taste anything she intends them to. Fenitel has retractable Feline claws, which are her only visible Feline attributes. Her Father is Telfidian, a DemiGod-Fennec who specializes in eavesdropping on evil deeds, then intercepts them. Her Mother is Felreap, the Feline DemiGoddess of Death. This of course, means that Fenitel is also a DemiGoddess.

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Karatha: Offspring between the two DemiGods, Felreap and Carathmo. She is a DemiGoddess hybrid crossed between a Pantherine and a Wolflike Canine. She has glowing heterochromic eyes; One being red, and the other yellow. Her fur is a constantly changing shade of blacks, grays and whites all over her body. Though her whiskers are always silver. She has retractable metal cat-claws, a retractable hidden scythe concealed beneath the fur of her tail, and has a cute dark-gray nose. In the future, Karatha runs a massive prison, built for Elder Demons and corrupt entities. The prison is her own design and creation. It is partially sentient, but is loyal only to her ambitions. Karatha's prison is like a weapon. It's holdable, and easily transportable, due to Karatha's supernatural powers that connect it to a personally handheld portal. Anyone inside the prison who misbehaves or breaks the rules is punished equally in accordance to their transgressions. In Karatha's prison, she is more Goddess than DemiGoddess.

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Damonath: A good version of Damnoth crossed between a Shift-Creature Dragon named Nathmurr. Damonath can die and come back to life indefinitely, whenever he wants. His physical and metaphysical form are both omnipotent. His physical form is allowed to die whenever he pleases, but can instantly regenerate in any location his spirit roams. This comes in handy for various reasons.

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Places and the Likeness:

Marvelir Management Committee: An organization that manages an entire Planetary System, specifically the Marvelir System. They have many established buildings on various inhabitable celestial bodies. Their obligation is to peacefully eliminate 2nd and 3rd world issues throughout the System. Their leading focus, is of course, the 3rd world problems. If they discover there really is no way to peacefully eradicate whatever evil plagues the Marvelir System, then they will unfortunately have to resort to effective battle strategies in order to counteract the negative instances. The Committee has Teams or Squads with only the smartest creatures in the Galaxy.

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Establishment: Their form of architecture and landscaping is commonly serene, but is also guarded by the smartest/strongest guardsmen they can find in the Galaxy. Recorded surveillance is everywhere, outside and inside their domain, equipped with the best quality resolution and sound quality. Their buildings are commonly made of the most affective materials that are within the regions of their established domains (if they're legal to mine out). Some domains are built to go underground, while some may tower high, be built in colossal plants, developed in vast deserts, or even float in the middle of space, depending on what's needed the most. Regardless of the environment, the appearance of the domain is made to look peaceful and non-threatening, which may trick some into underestimating them, or otherwise insinuate that they mean no harm. Every entity who lives in the Committee has a specially designed room to themselves, each befitting to their desires. The rooms are spacious, unique, and have beds which are comfortable to the owner. Breakfast, Lunch, and Dinner are served at the times that are required in accordance to the dietary benefit of each member. Foods that are most needed on terms of nutritional value are provided for each individual member.

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Team Arrangement:

Elder Squad: A team of members who're ancient and incredibly wise. Each member's knowledge aids greatly on terms of providing crucial information, especially on missions or daunting scenarios. An Elder can only join the team if they're at least 75% or more into their species' average life expectancy, and are more than 10,000 Years old. There can be as many Elders as the Committee is capable of gathering, and are each given everything that they need, and more. Various different species of Elders exist from across the Galaxy, and willingly volunteer to protect the Marvelir System.

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Immortal Squad: Dragons commonly join the Immortal Squad, considering most Dragons are immune to the passage of time once they've matured to a specific age. There are also others who aren't Dragons, but live in the same squad. All who inhabit the Immortal Squad are used for the most high-priority missions, usually involving the safety of several Galaxies, or large regions of the Universe. Members of the Immortal Squad can only be killed by Demi-Gods, Gods, and anything of a true Godlike nature. They're the only Squads that have ties to DECRABAF, a major league of Demi-Gods that also protect the same System. When a situation is too difficult for the Immortal Squad, they call in the "big-guns" (DECRABAF).

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Guard Squad: A squad of formidable creatures and entities who are selected regardless of organizational categories. Some Gaurd Squads can be more powerful than any other Squad within their assigned Committees, depending on the combination of different members. They're meant to protect whatever they're ordered to, wether it be the actual Marvelir Management Committee building, or perhaps an entire segment of the Marvelir System. Some may be deployed to protect Planets, Moons, Stars, or just a specific area of a Planet that's in need of protection. Weapons and defensive tools are always provided in an extensive variety.

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The Creatures: The largest and most organized Squad. When it comes to tenuous matters that require careful consideration, "The Creatures" is one such assembly for handling stressful, sensitive, or political situations. They're usually the ones who tend to matters that the Committee isn't allowed to involve themselves with.. However, they do it all under the radar. They're always prepared, always stealthy, and pay extreme attention to minuscule details. Infiltration and thievery is a major specialty of theirs. Although, spying isn't the only thing they're trained to do perfectly. They're also trained to deactivate a vast majority of weapons, machines, and especially explosives. They have smaller divisions within the squad meant for hacking, cover-ups, lock-picking, invisibility, assassination, and guarding the secret databases. They're named "The Creatures" because of the slightly difficult context that comes with repeating the codename.

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The Welcoming Team: A group assembled by the Marvelir Management Committee which focuses around establishing peace and comfort. Creatures who are capable of interacting in ways that calm or befriend others are recruited into this unique team. Some may just have special abilities that allow them to calm others at will. In light of this, team members still prefer to make peace in honester ways. Each member of the Welcoming Team has a subspecies pet that's assigned to accompany them. The pets are usually cute or beautiful, which helps somewhat in their efforts for peace. The Welcoming Team has another half of itself that's meant for menial chores, cleaning, and welcoming newly applied members (or just visitors), as well as showing new recruits the ropes. This division makes sure everything about the Marvelir Management Committee building is clean, presentable, and aesthetically pleasing. They also manage the gardens, set up decor for special events, cook, and hand out the pay for each member of the entire Committee. Their pay is ridiculously high, so most don't complain about the job's menial nature.

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Advancements Team: A team that's usually kept in a separate building off to the side of the main one. Within the seemingly smaller building, there's an underground lair that's used for developing useful things, mostly of a scientific nature. The inventions and creations are tested various times before being applied to anyone or anything. For example, there are invisible cameras attached to multiple areas around the Committee building, in addition to the visible cameras, they're also infrared sensors and more. These were tested about 56 times before they were officially allowed to be installed and used. The Advancements Team makes Spy-ware, Magic Gear, Potions, Chemistry, Alchemy, Weaponry, Mechanical apparatuses, Communication Devices, Armor, Body-Enhancement Gear, Hybridized Life-Forms, etc. They share what they make with all other teams/squads.

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Missions Group: A team that handles assigned missions that have no place in any other group, or takes the missions nobody else would have. The randomness of it all, is that any member could be tasked with either a mission that's too easy, or rather a job that proves too difficult for anyone else in the entire Committee (including the Immortal Squad). This team is payed the most out of all the other teams/squads. Members of the Missions Group are skilled to absurd degrees.

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Galactic Crimes Department: A team of trained professionals who specialize in preventing and solving crimes across the Marvelir System. They work on autopsies, crime-scene investigations, interrogations, psychological analysis, and even have their own rehabilitation centers established on various celestial bodies. There's an entire division of the team that's dedicated to specifically one Planet: Planet Krusc. A world of excessive crime, especially committed by the Planet's government. It's a constant struggle, seeing that they're not allowed to interact with the Kruscians by Galactic law. So the Galactic Crimes Department is somewhat conjoined with "The Creatures" as a result of this. Undercover operations are constantly conducted in upmost secrecy. The other division is centered around intercepting oncoming criminal activities that happen in any other world than Planet Krusc.

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The Reaperscape: An infinite stretch of space taken and used by Felreap, who is the DemiGoddess of Death, punisher of evil, and Queen of Reapers. There's a vast establishment of different realms in the Reaperscape, whereas each has a different purpose, function, and a belonging group of helpers who serve/work for Felreap. Mind you, not all groups are solely dedicated to just one type of cause. All are flexible in their operations most of the time. Specialties that each group focuses on is simply just a focus, and not an inherent dedication. For example; Firemen don't always put out fires. In the same way, Reapers who focus on fighting evil aren't always battling malicious entities. Sometimes, or even most of the time, jobs can consist of tediously escorting lost Souls who are confused, delirious, insane, or are repeating a time-loop.

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Hall Of Awakening: Also known as the Recruitment Center, and sometimes called the Realm of Initiation. The Hall Of Awakening is where desperate Souls go, ones who have immense fighting spirit, and unbridled determination. The deceased who arrive there are offered a chance to work for their resurrection, usually by doing Reaper-work, which may land them with escorting lost Spirits, fighting dangerous creatures or entities, or going on important missions. Their main positions are assigned to them in the Hall Of Awakening, and may change in a variety of ways, depending on circumstances, or perhaps even because they themselves have changed somehow. They can be assigned to becoming Reapers who fight Elder Demons, fighting supernatural beasts called The Derranged, or simply escorting, finding, or capturing mentally broken Spirits and bringing them to their appropriate places in the Afterlife. One division even dedicates itself to preventing untimely or unnatural deaths.

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Safety Division: An organization of Reapers who take action in preventing untimely or unnatural deaths. There's no need for too many fatalities in the Universe. According to Felreap and most Reapers, death should always be naturally occurring, not as much circumstantial. Plus, extra hard work comes with sudden untimely deaths, so it's also in a Reaper's best interest that unnatural deaths are prevented. Those of a more social nature are hired as Safety Division members, since most of their missions commonly consist of talking the living out of doing something dangerous, or something that could circumstantially get someone killed by mere happenstance. Sometimes Reapers in the Safety Squad are disguised as the living, making sure things are okay from the inside. They even save others from disasters.

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Abyssal Reapers: Reapers who are led by a powerful Reaper General named Lave, who is half Elder Demon, and half Reaper, which makes him a Void-Reaper. Their main duty is to serve as Wardens who guard Hell, of which there is 707 different circles. The 1st Circle Of Hell is the most mild, while the 707th is so unfathomably awful, even General Lave hates going down there. The 707th level is where the Oldest of the Elder Demons reside, as well as a secret incarnation of evil, an entity made from nothing but corruption.

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|Alchemy|

General Alchemy Description: Various plants found on many Planets have effects that're useful for creating potions and elixirs. While some are effective just by themselves, there are ingredients that are better when mixed with other alchemy ingredients, or are more effective when crushed into a powder and/or mixed with water, or other base ingredients. Potions are extremely useful for traveling, medical emergencies, and getting by in the wilderness. Alchemy is a fairly easy occupation, but will be more advanced once the Professor of that field has risen above the somewhat harder basics. Ingredients that aren't exactly plantlike or organic are also found exclusively in unique areas, and are also usually very distant from one another, just like the plant ingredients. For this reason, various ingredients are very rare on differing Planets, and in some cases, different regions of those Planets.

Chaos Weeds: A variety of plants that are corrupted by demonic energy. Their affects vary depending on what type of plants are afflicted. Usually one can expect them to cause areas to become uninhabitable due to sentient plants trying to attack those around them, or drink their blood. Although even this common expectation isn't hardly enough to sum up the sheer chaotic randomness each plant is capable of. Their pollen could cause possession, thorns may bring misfortune if touched, or perhaps a bulb may swallow a spider and mutate into a freakish hybrid between arachnid and plant. Maybe one of the leaves might be coated in a hallucinogen that causes you to become paranoid and see giant demon tentacles. Who knows? The affects vastly vary. (Local to Planet RueHark, Planet Zenthim, Planet Univarck, Planet Trigen, Planet Riopatuu, and Planet Plantet)

Demon Dragon Scale: The scale (or horn) of a Demon Dragon can be used to make potions that temporarily turn the consumer into a raging powerhouse. It's much like the affects of steroids, but on steroids (Minus the second-world issues they cause). They also nullify pain in the midst of the affects, as well as drastically heighten resistance to physical injury. Consuming too much on a daily or weekly basis will gradually corrupt the consumer's mind as a long-term affect, spiking their base aggression to unnecessary levels. Putting it near plants will cause the soil to become chaotic, thereby imbuing the plants with unstable and unpredictable magic. (Local to Planet RueHark, Planet Zenthim, Planet Trigen, Planet Univarck, and Planet Krusc)

Light Dragon Feather: Light Dragons are generally angelic Dragons. Like themselves, their feathers are enormously special and valuable, no matter what Planet you're on. Their feathers will improve any potion/elixir, drastically decrease weight, and immediately calm angry Spirits. The light of their feathers has the same affect on a Demon as holy water, causing the evil entities to burn painfully and retreat. Placing one in a garden will make almost all plants healthy, and promote their growth by 100% or more. (Local to Planet/Sun; Plazár)

Shadow Piece: A unique alchemy ingredient local to Planet RueHark and Planet Zhok. It can be harvested from the dead remains of sentient shadows. The material is dark, thin, and transparent like any typical shadow. If consumed, it's properties allow one to blend in with shadows to the point of being invisible, also nullifying any sound produced by the recipient of it's affects. It also endows the ability to climb walls, ceilings, and any surface, just like a typical shadow. This Alchemy ingredient is useful for creating stealth potions, and especially popular for it's use in making "Ninja Potions".

Epiphyte Phoenix Feather: The feathers from this species of Phoenix are extremely powerful, rare, and useful. They cause bountiful growth among any natural environment, heal wounds or injuries, cure diseases, increase one's physical endurance, and it strengthens the well-being of all living creatures. It's capable of fully reviving dead Plant Elementals, or creatures with a plantlike affinity. It's an important alchemy ingredient when it comes to making elixirs of life, extreme healing potions, Elemental power-boosting serums, and rare immortality-bestowing potions.

Grand Phoenix Ash: A special ash that comes from a Phoenix inhabiting a large volcano. It's used in potions that can reverse the effects of death, but only within 77 minutes of it. It's also capable of boosting plant growth, and adding power to the fire of creatures who biologically use flames. Regular run-of-the-mill Phoenix ashes fully rejuvenate those who are injured very badly, but cannot reverse death in any way (unless it's a Grand Phoenix).

Rædis Root: An overgrowing anti-bacterial root with properties that endow temporary regenerative abilities. It's most effective when the oil is extracted, and is kept away from freezing or hot temperatures (Local to Planet Univarck, and Planet Trigen).

Stenbark: The bark from a plant called a Stentree. The bark is sweet and sour, brittle, and it endows temperature resistance to whomever consumes it. The tree itself is fireproof and freeze-proof. It ignores climate changes, and it's leaves cancel out hypothermia.

Nanite Serum: A bluish grey liquid manufactured on the Planet Aklimend. The liquid is composed of 70% molecular Nanites, and 30% water. If poured into any potion or concoction, the Nanites will meticulously perfect it's compositions, thereby creating a far-superior version. (Local to Planet Aklimend, and Planet Trigen)

Arcaiah Powder: A powder made from the wood, bark, branch, trunk, or leaves of an Arcaiah Tree. The material from an Arcaiah Tree can upgrade any tool, weapon, device, or etc. into something far more superior, effective, and useful. It's magic properties are insanely strong, and come from the magically-potent Planet known as Zenthim. This ingredient is more useful when mixed with water, which can then be poured onto anything that requires upgrading. If an object/person is broken or incapacitated, then those detrimental attributes will be automatically erased after the upgrade. (Local to Planet Zenthim and Planet Trigen)

Bigenta: A flower that causes twins to occur at any point in a pregnancy, but only if consumed. It has two wide pink petals that reach around half of the flower, forming a bowl-shape. Its effects only work if there's one or two fertile eggs inside a womb, and no more than that. It also works as a temporary aphrodisiac, which makes it additionally useful as a love potion ingredient. (Local to Planet Harloc)

Jarred Hydrowatt: A jar filled with water, containing a moss called Hydrowatt. The moss is able to convert the movement of water into electricity, which sends out currents of electricity as a result. It can be used to create Eel Potions: Potions that cause one's body to become charged with energy/stamina underwater just from moving or swimming. With the consumption of too much Eel Potion, one can produce dangerous electric currents through their body while swimming underwater. At that point, the potion is then called a Lightning Eel Potion. (Local to Planet Virt)

Dusted Star-Moss: A glowing multicolored moss that is dried up and crushed into dust. The dust illuminates dark areas for extensive periods of time, if it's blown where there's any lack of light. Inhaling the dust will cause temporary night vision, but may also cause dizziness as an after-effect. It's light never goes out, so it can be kept in a jar as an everlasting light source. When it's in raw form, it can grow over any surface, except fire or lava. (Local to Planet Univarck and Planet Trigen)

Sad Dragon Tears: Sad Dragon Tears have magical qualities that can alter many things. Depending on what kind of Dragon, the tears can temporarily paralyze (Light Dragon), create feelings of insanity (Lightning Dragon), cause life-forms to become slow and weak (Demonic Dragon), turn lakes into ice with a single drop (Ice Dragon), or induce prophetic dreams which warn the dreamer of unwanted events (Relatively normal Dragon). However, these are just some known affects depending on species. There are countless other affects that can happen which are more associated with the Dragon's personality, and DNA. (Local to practically the whole Universe)

Happy Dragon Tears: Happy Dragon Tears have magical qualities that can do countless things, all of which are positive. They can heal any disease or ailment, help plants grow at incredible rates, greatly boost the affects of holy water, cleanse entire bodies of water with just a drop, cure nightmares, give temporary super-strength, quench thirst for Weeks without water, and increase the lifespan of whatever/whoever it touches. Happy Dragon Tears make you feel incredible, as if you could gladly move multiple times the amount you normally could. (Local to practically the whole Universe)

Dragon's Blood: Dragon's Blood has magical properties, but only if it hasn't been harvested by violent or evil means. Dragons themselves are the only ones who can harvest their own, or each other's blood. Their blood bestows massive strength for the rest of one's life, gives virtual immortality, cures all diseases/sicknesses, and makes the consumer immune to all diseases/sicknesses as well. It also gives infinite capacity to keep on moving with literally limitless stamina. (Local to practically the whole Universe)

Dragon Saliva: Has a special kind of bacteria and property that protects against extreme or overwhelming temperatures. Adding it to Heat or Cold Protection Potions will boost their effects drastically, thereby finalizing it into a full-on temperature-resistant potion. It's also good for therapeutic relaxation of muscles.

Dragon Semen: Creates a faint urge among females of many species to crave more, wether it be orally, dermatologically, anally, or vaginally. It can be added to Love Potions, though the female who drinks it will likely end up wanting more of the potion. Dragon Semen alone isn't always an aphrodisiac. (Local to 80% of the Universe)

Demon Spider Eye: An orange and red eye that can see into various different realms. It's laced with small black veins, and belongs to dead Demon Spiders. When a Demon Spider dies, some will have the tenacity to seal their own Spirits into one of their own 8 eyeballs. When this is done, the eye is endowed with a powerful magic trait that works greatly for alchemy and other practices. -Clairvoyancy potion ingredient, among other things. (Most commonly local to Planet Univarck, and Planet Zenthim)

Love Crystal: A pink and/or red glowing crystal that's roughly shaped like a very narrow oval. It's slightly jagged, and creates feelings of love in whoever holds or looks at it. If it's light is refracted into magnified beams, then the concentrated energy can influence them into temporarily falling in love with everything and everyone around them. They're mostly found in places called Paradise Gardens, which are unimaginably peaceful areas. They can also be randomly found in caves, mountains, and sometimes at the bottom of springs or lakes. It's extremely useful for making Love Potions. (Local to Planet Univarck, Planet Trigen, Planet Harloc, and Planet Zenthim)

Immortal Resurrection Ritual: A secret alchemy ritual invented by a powerful Demigoddess. This ritual is known to very few inhabitants of the Planet Univarck. It has the power to bring back a loved one from the dead, and only if the resurrected recipient is loved by the one conducting the ritual. No body or corpse is required, but only the mere desire to bring back the loved one, a couple of rare ingredients, and the present thought of them. It's a ritual that can only be conducted once, roughly every 555,021 Years. The ritual involves 15 Planets in the Marvelir System being as far away from each other as physically possible. When this occurs, the ritual has exactly 3 Days, 3 hours, 25 minutes, and 42 seconds to be done right. A container of any kind is filled with a type of water that comes from the Spiritual Plane, which is then mixed with any amount of tears that are shed for the passed loved one. Any material from the general area in which the passed loved one has died should be administered into the vessel afterwards. After that, two Love Crystals, and one Demon Spider Eye should be added into the mixture.

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The surroundings of the ritual may behave strangely for a couple minutes. Next, the vessel used to conduct the ritual will break or crack, which is an irrefutable sign that it's working. The Spirit of the loved one will materialize before the conductor of the ritual. The Spirit will seem unfathomably dark at first, but one must know that it only appears that way. The Spirit will have no recollection of their memories at first, but will regenerate them in time, along with an immortal body that can never be destroyed. Some additional supernatural powers may result as an additional affect of the ritual, but are all reasonably harmless. There is one thing that's recommended to the one that conducts the ritual: If you wish to stay with your loved one forever, and you are not immortal, then make sure to teach the resurrected recipient every step of the ritual, so that when you die, they get to preform the same ritual on you as well.

Dead Star-Grain: Most stars in Havem contain large traces of magic. When a magic star dies, it leaves behind a cluster of small solid grains called Star-Grains. These tiny rocks are incredibly potent with pure, raw, interstellar magic. Some have the capacity to grant lesser wishes, but are not able to effect reality too severely. They're excellent alchemy ingredients for creating potions of luck, favor, and protection.

Demonic Soul's Poltergeist: A surge of energy created by the twisted and vile Soul of a Demon. The energy persistently lingers, capable of being kept in crystal jars or lanterns. When released, the poltergeist causes invisible forces to frequently influence surrounding objects within the area. Many other supernatural occurrences can take place as well, usually ones of a chaotic or dangerous nature. When used with the correct ingredients, it can be made into a potion that imbues the user with a poltergeist, one which attacks any surrounding hostile entities that hold the intent to harm the host or it's ally's, like a ravenous guard dog.

Angel's Poltergeist: An Angel's energy channeled into a single point. The energy is far more concentrated than that of any Demon's Soul. It's very focused, as well as very serene, calming, and peaceful. The poltergeist is very intelligent, and eventually evolves into an innocent life-form with a pure Spirit. This transformation process takes a little under a hundred Years (79-95 Years). Those around the aura of an Angel's Poltergeist are effected in a way that temporarily locks away any negative aspects of themselves, while bringing out the positive aspects of their beings.

Odious Root: A rare and malevolent root that smells like putrid death. It grows over the deceased bodies of evil Elder Demons. Since evil is so hard to come by in Havem-747, the root's incredibly difficult to find. It's shrouded with a dark aura that temporarily corrupts anyone who holds it for a short amount of time (Anywhere randomly between 3-30 seconds). Those affected exhibit very unruly and sinister behavior. Its appearance looks as disgusting as it smells, revealing a series of pores that leak a nasty black substance. Often it's used as an ingredient for certain types of mind-control potions, specifically ones used for sabotage.

Yalala Fruit: A spirally blue fruit with narrow pink stripes along its entirety. Weighs at least half a pound, is somewhat firm, and tastes bittersweet. The chemical inside the Yalala Fruit (called humoglycene) cause ones brain to become inclined with humor for at least a few minutes. It also makes one feel exceedingly bubbly (in mentality). Commonly used as a safe booster for non-addictive pain-relief medicines.

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Afflictions

Maternia Syndrome: A rare bodily and neurological disease that effects mostly females. Maternia causes anyone with strong Parental instincts to suddenly go mad in their endeavors to keep their children safe. This affliction is a chemical imbalance that comes with an adrenaline rush while facing dire situations. The Parent, guardian, or protector who's inflicted with Maternia will not stop until all existing life forms and entities, no matter how harmless, are no longer within a certain proximity of their offspring. Treatments/Cures: Failure to protect offspring, thereby recalibrating their default instincts via mental breakdown. Alternatively, if the guardian only believes they've failed to protect their offspring.

Split-Spiritus: A rare paranormal psychological disorder that happens only to the dead. It starts out as a livid grudge, but is also shared with mixed emotions of love and selflessness towards those they care about. When the 2 polar opposite emotions try to cancel each other out repeatedly, time and time again, they both win over one another randomly, causing a switch in personality and memory. This 'switch' is triggered depending on who the spirit is interacting with, and wether they love or despise them. Afterwards, the spirit may have no recollection of who they've harmed, helped, or affected. Treatment/Cures: Reapers, or escorts into the afterlife.

Psychomalic Hysteria: Exclusively an issue among users of telekinesis. When an excessive amount of telekinetic energy is bottled up for too long, there comes a time when that energy desperately needs a release. The afflicted will experience a massive surge of sudden emotion, a subconscious manifestation attempting to goad the telekinetic user into finally releasing their telekinetic energy. These subconscious manifestations may exist as hallucinations, unstable emotions, conspicuous changes in personality or behavior, and sometimes random telekinetic explosions. Treatment/Cures: Practicing telekinesis every Day, so that both control and release are maintained.

Corruption Plague: An anomalous affliction that occurs in various Universes within the Havem Multiversal Collective. Some Universes are immune, while others may be better at fighting it off, but there are few that've already lost to the tragic plague of corruption, leaving them broken and apocalyptic Universes. It negatively infests the anomalous embodiments of greed, pride, lust, envy, gluttony, sloth, and especially wrath. This plague causes the entities who embody major aspects of their Universe to forcibly become evil, while locking away their true selves within the confines of their own minds. The corruption uses these anomalous embodiments of sin as a powerful catalyst for its twisted and demented work.

PTRD (Post Traumatic Reaper Disorder): The first stage of insanity when a Reaper joins the ranks of Reaperhood. While the stages of insanity pass maybe after a Century or less, it's still a difficult process to go through. Reaping, escorting and/or killing the necessary instances of each mission are not the cause however. The most common cause of PTRD is the horrible, ugly sight of supernatural creatures called The Derranged. They are the Reaper's natural foes, and are capable of imbuing horror into almost any being. This power to forcibly incite terror can be hard on Reapers, risking mental ailments such as PTRD.

DEC Syndrome: Short for "Deathless Existential Crisis". DEC Syndrome is a type of existential crisis that mostly occurs in DemiGods, Reapers, Nephaldrians, Elder Demons, and rarely Dragons, all of which are immortal entities with no concept of over-aging or death. Symptoms include massive changes in personality or behavior, sudden shifts in ones moral compass, and seeking out Soulmates, which they eventually find. The most common holders of these symptoms are Elder Demons and DemiGods.

Aphrodisiac Permanence Syndrome (APS): Also known as "AP Syndrome". There are various types of creatures who utilize an ability or power that involves pheromones or aphrodisiacs. Prolonged exposure to special types of pheromones or aphrodisiacs will appear to slowly desensitize ones reaction to there effects. However, this is a mislead... Once the alleged "desensitization" occurs, a massive relapse happens, and quickly follows with an aftershock that sends ones body into a permanent state of arousal. Earlier symptoms are excessive desires for abstinence, and unusual cravings for food. Later symptoms taking place after relapse are extreme arousal, and a frequently amplified sex-drive. Long-term symptoms include nonstop arousal, ongoing erections for males, persistent feminine discharge for females, and plenty of "wet dreams" for any and all affected genders.

Demon Hunter's Crown: Not an object or treasure, but a mental illness that may occur among some Elder-Demon Hunters. Some Elder Demons give off a residue of chaos, madness, darkness and evil, which cannot alter the afflicted's Soul, but instead affects their minds. The overwhelming urge to fight Elder Demons can develop within them, augmenting their instincts for hunting evil. Soon, their obsession becomes an addiction, and killing Elder Demons is all they know. Symptoms include detachment to friends, Family, relatives, and acquaintances. Serious symptoms include violently ranting about killing Elder Demons, summoning rituals, and going missing. Hunting Elder Demons becomes a long-term symptom.

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Character Info:

Zerah (H747):

Age/Apparent Age: Ancient (524,792 Yrs), but with a young-adult appearance.

Gender/Orientation: Heterosexual Female.

Species/Form: 75% Wolfess, 25% Dragoness, anthropomorphic.

Location: Traveler (Many Locations).

Skin Type: Grey fur, black fur, light-grey fur, dark-grey skin underneath.

Pattern: Black Fur: Calf areas / ankles / feet / forearms / hands, black skin nose / black claws

Grey Fur: Upper arms / shoulders / back / above tail / thighs / mane / ears / neck-sides.

Light-Grey Fur: Front torso / rear / face / front neck / chin / muzzle / inner ear fuzz.

Eyes: Yellow-orange (glowing)

Common Attire: Dark hooded robes, and occasionally, dresses (non-revealing).

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Description/History: Zerah is an ancient Wolf-Dragoness hybrid, whom is a professional in magic, sorcery, spells, and mystical arts. Her base personality trait is having great patience, and keeping the peace among all parties, having been employed as a Diplomat of peace in various kingdoms, since this characteristic was so visible to the public. She's kind, innocent, and loves to help those in need. She has a secret gift that only a handful of beings know about. Her secret gift is the power to use unnaturally powerful telekinesis. When she was young, at about age 5, her telekinetic powers bloomed rapidly, with no explanation as to how or why she had them. Her Mother taught her how to use magic within her own mind, in order to help Zerah grant control over her abilities. 'Mental Magic', a secret practice that not only doubled Zerah's telekinetic power, but also bound it to her complete control, allowing her to fuse magical telekinesis with her own naturally occurring telekinesis. This made her one of the most powerful users of telekinesis on Planet Univarck, her homeworld. A segment of her childhood was horrific, filled with fire and destruction. Even after learning power and control, Zerah's biggest regret was being unable to save her Mother from a terrible demonic lightning-storm, conjured by an evil entity whom she'd later rival against in the far future. For roughly a Century, she thought about how she could've tracked her Mother down and rescued her from a fiery death, mostly with her powers. Being a child at the time of the fiery lightning-storm, she was too shaken by the disastrous destruction that'd engulfed her entire hometown, and was therefore rendered psychologically incapable of performing any heroic acts.

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Luckily, she was saved on that exact Day, by an army of Dragons who were sent to help her City. They rescued as many civilians as they could, but unfortunately not all. Young Zerah, with no known relatives, and having been left a homeless orphan, was raised by a Family of intelligent quadrupedal Dragons. She lived in a massive castle at the time, where she slowly adjusted to her new Parents. Her new "Brother" Nathmurr, who was mischievous, fun, and playful, was a pain at first. Having no concept of death and mourning, some of his remarks regarding her tragedy stung her quite a bit. But later on, she warmed up to him, but not as a Foster Sibling. As they got older, entering into their late adolescence, their relationship became a bit more... intimate. Not very surprised, Nathmurr's Parents didn't complain, considering they always behaved as affectionate childhood friends, but not as much like Siblings. They never felt a mutual Sibling-based connection. At that point, Nathmurr and Zerah began to do everything together, especially when traveling to far away places and kingdoms. When adulthood was met, Zerah and Nathmurr took on shared hobbies, which involved activities such as; Practicing alchemy, bounty hunting, travel services via Dragon-flight, and especially quests! After a couple Centuries of fun and romance, Zerah and Nathmurr were separated by the same demonic entity who destroyed her City long ago. Zerah was tortured, murdered, then vaporized, only leaving a robe soaked in blood. Nathmurr was mournful for the first time, and never stopped looking for a way to revive her. After roughly 500,000 Years, he was able to permanently revive Zerah by using a rare alchemy ritual.

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Zerah spent 500,000 Years in the Spirit World, working as a Reaper. She was employed by a Demi-Goddess named Felreap, renowned as the Deity of death, and Queen of all Reapers. Zerah's services were greatly needed for those half-million Years, considering the nature of her powers. Felreap promised Zerah she'd be reunited with her lover if she served her for that period of time, which she did. In exchange for Zerah's contributions and services, Felreap created an alchemic/interstellar ritual that involved the furthest misalignment of the Planets, then taught that ritual to Zerah's lover, Nathmurr. After the tutorial, Nathmurr conducted the ritual after a few Years, having practiced it countless times to ensure Zerah's resurrection. After quite an... intense reunion, they took off to travel once more, with generous amounts of heartfelt romance involved, eventually letting Nathmurr's friends and Family know of the great news. Zerah remembered nothing about being a Reaper, but Nathmurr kept it a secret for quite some time, having been told by Felreap, the Demigoddess of death. Her lover Nathmurr had acquainted her with various forms of technology and advancements that she'd missed during her time in the Afterlife.

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Favorite:

Activities: Heroics, romance, art, cooking, Dragon-Riding (In more ways than one)

Food: Gantlas Fruit, a popular fruit among Dragons, taking on an indigo color, and appearing like a large illuminant blueberry, but with dark blue pointed protrusions on the exterior. Once cut open and eaten, it matches the taste that any Dragon likes the most. Zerah was hooked on these fruits the moment she sampled one from a merchant.

Color: Indigo

Genre: Mystery

Memory: Laying beside Nathmurr the Night he confessed his love for her, and likewise. And also, the Night he brought her back from the Afterlife.

Object: A shadowy hooded black cloak, being a physical manifestation of her Mental Magic. The cloak was made from segments of her Unconscious and Subconscious mind. It can be summoned around her body any time, utilizing handy tendrils, and is used as an automatic tool and weapon for fighting, cooking, magic, basic interaction, quests, and many other uses. If you've ever forgotten your towel while in the shower, this would be a highly reliable item.

Game: Hide and Go Seek, and Dragon-Chess (Highly complicated version of Chess with 250 squares).

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Examples of Behavior:

When Greeted Nicely: Zerah typically gives a smile, exuding a gentle demeanor.

When Complimented: Zerah's typically bashful, but gladly takes compliments.

When Hugged: Zerah typically hugs anybody that look like they need one, but not out of the blue. If someone hugs her, she's likely to hug back.

When Harassed: Zerah typically shows little reaction, but will try to maintain peace.

When Attacked: Zerah typically tries to evade, while trying to talk it out, but may have to involve force if the aggressor doesn't simmer down. She's unlikely to inflict any harm intentionally, but may cause harm by accident, which would be rare for her.

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Friends, Family, Partners:

Nathmurr: Lifelong Lover; Black quadrupedal Dragon.

Murrnath: Adoptive Father; Black quadrupedal Dragon.

Girdam: Adoptive Mother; Dark-gray quadrupedal Dragoness.

Amelia: Biological Mother; Mostly gray, anthropoid Wolfess (Deceased).

Regalum: Biological Father; Dark-gray quadrupedal Dragon (Missing).

Galius: Biological Grandfather; Pale gray quadrupedal Dragon / Wolf Hybrid. Strongest tail in the Family, has red-orange eyes.

Floressa: Biological Grandmother; Gray semi-anthropoid Dragon / Wolf Hybrid. Has fluorescent fur markings and glowing red eyes.

Arthamell: Best Friend; Brown-furred, black-striped anthropoid Felidog. Was obsessed with helping Zerah get together with Nathmurr during late adolescence.

Fyre, Skye: Twin Friends; Orange, brown, white, and black fur, anthropoid Foxes. Incredible air/space/ship mechanics/engineers. Also, steampunk enthusiasts.

Forgona: Good Friend; Dark-gray furred, anthropoid Wolfess / Reaper. Helped Zerah learn how to reap evil Souls, and escort the good ones.

Felreap: Former Boss / Employer; Black furred, anthropoid, winged Feline, DemiGoddess of afterlife. Reaps evil demons.

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Abilities:

Social Abilities: Great patience in the face of what should be incredibly annoying. Her patience and feminine charm draw favor and attention. Incredibly lenient when sharing her boyfriend.

Mental Abilities: Capable of tapping into parts of her own psyche through meditation and/or focus, allowing her to access her own mind with superior versatility. This also helps her cast better magic.

Physical Abilities: Incredible use of her large tail, as a weapon, tool, or shield. Night vision which can be activated at will, and the overall physical invulnerabilities of Dragons, due to being half-Dragoness.

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Nathmurr (H747)

Age: Ancient (524,790 Yrs), but looks young for a Dragon.

Gender/Orientation: Heterosexual Male.

Species/Form: Black Quadrupedal Dragon.

Location: Traveler (Many Locations).

Skin Type: Smooth black and gray skin.

Pattern: Black skin everywhere, except gray belly, and light-gray horns. / pitch-black claws / glowing indigo eyes / reddish pink tongue.

Common Attire: None.

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Description/History: Nathmurr is a unique Dragon who was born as a 'Shift-Creature'. Shift-Creatures are capable of changing certain aspects of their bodies, except their original body structure. In other words, since he isn't a shapeshifter, he cannot change into an anthropomorphic form, or into an octopus, or anything like that. But he can change things such as his horns (like into antlers), skin, eye type or eye color, gain fur, form gills, grow a tail-fin, change his tooth-shape, alter his vocal cords, generate limbs, gain extra wings, sprout tendrils, make tail-spines, create bodily scents, etc. However, he cannot completely change his primary species. Nathmurr's physical abilities took his Parents by surprise when he was young. When he first began changing wildly, they took him to be studied by groups of doctors and scientists from their time, each becoming baffled with the occurrence. At a certain point, scientists had gotten too invasive and demanding, so it was eventually shut down by his Parents. Nathmurr's personality was always somewhat mischievous, but with the added bonus of being quite the comedian. He likes to tease and mess with others, mostly by using his Shift-Creature abilities. Most of his childhood he was raised in a massive scaly black castle, where large luxurious homes were given to various species of Dragons. He lived an excellent childhood. He'd been introduced to his Foster Sister Zerah at that young age, and was very excited to meet her. She'd been rescued from a destroyed City, and his Parents had taken the obligation of adopting her. They became extremely friendly with one another.

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Favorite:

Activities: Alchemy, Cuddling with Zerah, Charming the ladies, Comedy, Pranks.

Food: Cryovizan BrittleWing Curry, a dish made from grilled BrittleWing, sautéed? and stuffed with a Cryovizan fruit called Emberlemon, which would prove too spicy for most, but not for Nathmurr.

Color: Yellow-Orange, and black.

Genre: Comedy, and Horror.

Memory: The time he and Zerah spent in childhood, and especially the moment he achieved resurrecting her.

Object: Enchanted Alchemy Mat, used for the best high quality alchemy practices.

Game: Devour The Demon; A game that involves letting loose a real-life Elder Demon, but only to chase it relentlessly until you kill, then eat it whole. Nathmurr also enjoys Tag.

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Examples Of Behavior:

When Greeted Nicely: If greeted nicely by a male, he'll usually plainly say hi back. If greeted nicely by a pretty Female, his tone will subconsciously change, and he may come off as a tad flirtatious.

When Complimented: Gladly takes it, but comes off slightly absorbed in a humorous fashion.

When Hugged: If by a stranger, he awkwardly feigns a hug back, then asks why they were just hugging him. If hugged by loved ones, his tail tends to wag, and he's genuinely happy to see them.

When Harassed: Will likely spread humor into the situation.

When Attacked: Will act in retaliation, but will try not to inflict major harm.

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Friends, Family, Partners:

Zerah: Lifelong Lover; Anthropoid Dragoness / Wolfess.

Murrnath: Biological Father; Black quadrupedal Dragon.

Girdam: Biological Mother; Dark-gray quadrupedal Dragoness.

Fyre, Skye: Twin Friends (With benefits); Orange, brown, white, black footed, anthropoid Foxes.

Felreap: Secret Associate; Black furred, anthropoid, winged Feline / DemiGoddess.

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Abilities:

Social Abilities: Honesty, humor, fun to be around, reasonability, sociable, peaceful, ladies-man.

Mental Abilities: Remembers endless alchemy ingredients and recipes, and can tell who made certain potions just by observing. In addition to being a Master Alchemist, Nathmurr is also an incredible cook.

Physical Abilities (Additional): Can keep items inside himself, via absorption. Also, partial invisibility (just super-effective camouflage). Has an overpowered immune system.

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Triodote: A Quadrupedal Dragon/Fox hybrid with 3 eyes (Left:Green, Right:Orange, Center-Top: purple). He has three tails, each holding a different shaped edge at the end (Pyramid, Ball, Cube). There are 2 pairs of wings on his back, and there are 3 horns symmetrically placed on his head (Left:Blue, Right:Red, On Snout:Yellow).

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His fur's white, and can change color/pattern at will. His body is virtually indestructible, even towards other Dragons. His Trigenite blood gives him 3 powers: Control over elements, Invisibility, and the power of the Nitárian race's magic.

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Personality/Interests

Triodote is quite lovable, but sometimes hard to understand. He is very fickle when it comes to how he feels about important subjects, or his feelings towards others. But most of his thoughts and feelings are quite positive, and don't lead to any major issues. His behavior can often be unpredictable at times... For example: One moment he'll invite his friends to something outlandish and random, like a hot-chocolate party, then a next few moments, he's developing software for a supercomputer that can hack satellites. It's relevantly this degree of randomness, or more, which often confuses his friends and acquaintances. He's well-known for his quirks and randomness.

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The 5 Anomalies

1 . Rascal-Roy: An anthropomorphic Pseudo-Demon/Cervine hybrid named Roy. His anomalous properties come from his Elder Demon Lord Father, while his Mother has some genetic affiliation with the supernatural, being a former Reaper who protected the Gates of Hell. His Parent's relationship is complicated, and he shares the same anomalous trait as his Father; The power to never get in trouble. Hence the name 'Rascal Roy'. Other less powerful traits that are more affiliated with the arcane are suppressed, as long as Roy stays on his current Home, Planet Therr. The world of Therr is permeated with anti-magic, which prevents Roy from using magical abilities, such as; Telekinesis, Clairvoyance, Teleportation, and the ability to sense tragedy or disaster. Since civilized anti-magic Planets are rare, Planet Therr was the only option his Mother had in their Planetary System. Their reasons for moving to their current home-Planet are because of the Demonic enemies of Roy's Father, who seek to slaughter his Family. Therefore, Roy and his Mother had to receive Galactic protection from The Marvelir Management Committee (MMC), which helped provide them with something akin to witness protection, allowing them to migrate to another Planet while remaining incognito. Roy's Mother is aware of his ability, but can hardly do anything to discipline him.

2 . Karma-Kolton: Also known as Don Kolton, Karma-Kolton looks like an ordinary run-of-the-mill Fox. His biggest difference is his anomalous ability to magnify and speed up the process and phenomenons of Karma. This power affects everything within Kolton's earshot, eyeshot, and the range of his other 4 senses. However, even Karma-Kolton is no exception to his own anomalous ability. For example, if he or anyone else were to steal a purse, the consequential Karma would result in something far worse than just getting stolen from in return, or losing something important. He'd most likely end up without a home, begging on the dirty streets instead, perhaps within the span of a Week. Another example: If he were instead, to give a large sum of money to a homeless and starving individual, Kolton would most likely end up becoming wealthier, and/or receiving a much better life, usually one of luxury. He is best friends with another anomalous individual name Roy.

3 . Belladar: A bronze-furred Wolf with a disheveled tail and mane. He has one gray eye on his left, and a red one on his right. Known as the Mad Wielder of Draknah's Holy Bell, Belladar was born in a middle-class village local to the Planet RueHark, within the Marvelir System, which is located in the Vitaloc Galaxy, within the Havem-747 Universe, which resides in the Havem Multiversal Collective. Meticulous details aside, Belladar's Planet was a dangerous place to live on, especially when living next to Spiritis Ocean, the 3rd most dangerous Ocean on Planet RueHark. Spiritis Ocean wasn't lethal because of rigid waves, or any of the typically rough oceanic weather. The Ocean was perilous due to the countless paranormal creatures stirring within its depths. In Belladar's village, the only protection keeping these creatures away was a consecrated four-foot bell, blessed Millenia's ago by Draknah, the DemiGoddess of Elements and Light. The bell had soothing effects on the living, while warding away hostile forces. However, the bell was passed down to the village throughout several generations, which is proportionately 3,400 Years. Draknah's Bell was blessed, but not indestructible, and it was meant for just one generation. Being a miracle that it even lasted more than two generations, the bell finally gave out, due to rust caused by their beach's salty mist. The sound it emitted became dull, only serving to annoy mortals while they slept, and no longer warded against half the creatures it was supposed to.

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One Night, while Belladar was playing in the woods with his friends, everyone heard a loud crash from the village's bell-tower. Belladar, his friends, and all the villagers checked on what happened, discovering that the bell had broken off its hinge. The entire community, including Belladar and his friends, all tried to fix the bell. However, a nasty raid of monsters, wraiths, Elder Demons, and unidentifiable entities rushed in and slaughtered each and every inhabitant of the village. Belladar was the only survivor, having taken refuge inside the bell. His Mother, Father, relatives, closest friends, neighbors, and acquaintances were all dead. Their gored bodies were hardly recognizable. That Night, Belladar went completely insane. For reasons beyond logic, and due to insanity, Belladar used the now deceased local blacksmith's tools to forge a weapon that would hold the bell at the end of a long handle. The bell's heavy impact became a useful weapon against paranormal entities. He and his broken mind swore vengeance on all paranormal creatures, no matter what kind they were. Belladar has two split-personalities; One that's violent and well-versed in combat, and the other being just his crazy self. His physical and general strength is overpowered due to a perfect storm of anomalous and mental events. Adrenaline caused his already overpowered RueHarkian muscles to bulk up, while exposure to the bells remaining deific magic reinforced this effect into a permanent state. In other words, he possesses immense super-strength beyond any RueHarkian (Which is saying a lot, since RueHarkians already have mild super-strength).

4 . Pun Dragon: A small Dragon named Punny-Dragon. He is a reality-affecting entity who can make things happen by using puns, even if the puns are terrible or minimally relevant. He has white fur that can take on any color he desires. He has 7 horns; Two on each side of the top of his head, two smaller ones as a follow-up behind each of the main horns, and a small horn at the top of his snout. He has white feathered wings which are also able to change color. His tail can change shape, taking on countless appearances. His eyes are able to shape-shift as well, taking on the appearances of eyes belonging to various different species of creatures, and being able to change their color. Punny-Dragon has a very humorous personality, but can often go too far when telling extremely lame puns. His jokes aren't as powerful as his puns, but still have minor effects on reality. His default weight is 77 lbs, and he's a quadruped. He has the special ability to breathe all types of Dragon breaths, which aids him greatly in telling reality-warping puns. His feathers grow back very quickly if any burn away or come off. Any feathers he loses that become detached from his wings can grant what is called a "Pun Wish". The holder tells a relevant pun in order to get something they want, then the feather disappears. Punny-Dragon also goes by different names, such as Pun, Punny, Funny, Funny-Dragon, and Pun-Dragon. He comes from an underdeveloped Universe where reality itself hasn't made rules yet. So in order to avoid the constant chaos and confusion, he traveled from his own Universe to another Universe, one where everything makes more sense.

5 . Captain Fierce: Captain Fierce is a Wolf/Lion hybrid. He's a General in the Kruscian government's military. His homeworld's name is Planet Krusc, a world filled with corrupt government officials. He joined the military when he was 15 Years old, and had been the best cadet to ever become a military officer. 15 Years later, he became a General. He was sent to lead an army of trained militants while taking a humongous boat out to Sea, in order to hunt down an underwater team of anti-fascist rebels. On his way to the secret hideout, an abnormally large wave swept through the Ocean. Their censors had picked up a massive object bigger than any submarine. Upon investigating the strange anomaly, they found that the object was a gigantic glowing white meteor resting at the bottom of the Sea. As many marveled at the object, an ambush awaited them, taking them by surprise. The ones they seeked to eliminate had launched a torpedo into their submarine, causing their Captain to be blown out into the open water, becoming exposed to the rock's unusual radiation. His whole team had died, but he was still laying at the seafloor, half-alive, or half-dead. Once awake, Captain Fierce had found himself washed up at a City named Cur-Port, a place where the crime rate was at it's peak. It wasn't too long before Fierce started realizing he had gained unnatural powers, such as the ability to read minds, execute insane feats of super-strength, bend light, and shoot white lasers from his eyes and fingers.

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For the first time in Fierce's life, he had experienced 1st-hand, what his Government was really like, discovering that it was pure evil when he witnessed the influence they had on the public. After personally witnessing multiple atrocities which were caused by his government, Fierce promised himself and the inhabitants of his world that he'd bring down the overpowered officials of their government, and bring peace to various large Cities and Counties.

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Lyxion: Lyxion (Or Lyxian) is an anthropomorphic Canine with the DNA of every Planetary race in the Marvelir System (His home Planetary System). He shares the blood of 17 different Planetary races. His magic powers and skills come from each of the Planets, along with some of his own original skills, magic, talents, and personal traits. He has blue eyes by default, but they can change color at his own accord.

Lyxion has white fur, and is extraordinarily social with others. Having the blood of a literally timeless Planetary race (The Nephaldrians), he can use their magic to avoid permanent death, by going back in time after dying, via astral-projection. He uses the same Planetery magic to reincarnate, only if his spirit is somehow disabled from traveling back in time. He is technically ancient, seeing that he remembers each life he's ever lived.

He has many dear friends which he's destined to meet again and again through reincarnation. His prime goal is to find out who created him, and adventure across the Multiverses, Universes, Galaxies, Systems, Planets, etc. He is mostly a hero who helps out civilizations, Towns, Cities, etc., fighting against many Demons, criminals, strange entities, and those sort of creatures.

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Snowballs: A rather enormous feral Snow-Wolf. Very sweet, hyper, and docile, but naturally intimidating, since he's above the size of a fully grown war-horse. Snowballs was the name given to this Alien Snow-Wolf, by Zeratrite and Nimphas (his owners). This was because of the comically huge white sack between his legs, which is roughly the size of two bowling balls. He is a great helper when it comes to breeding and satiating Zeratrite, and doing the same mostly with Nimphas' Daughters.

If Nimphas is too busy to cook food, Snowballs will generously hunt for some raw meat to give to his Family. Cryogenic crystalline properties give his body the ability to have highly regenerative sperm-count, allowing him to breed and impregnate as many young Dragonesses as he chooses. Snowballs has the ability to turn down temperatures surrounding him to as much as -3 Degrees Fahrenheit.

He's from the Planet Cryoviza, a world of unmeltable ice. He was found frozen underneath an underground secret lab which Nimphas had discovered abandoned. Snowballs has Cryovizan magic, meaning he has ice magic that cannot melt, unless he makes it so.

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Redrra: Redrra is a red-skinned/scaled/furred Dragoness with a high IQ and temper. Everything about her is red! Redrra often uses fear and love magic to coax males into mating or breeding with her. Her flesh can change in countless different ways. She is extremely susceptible to pheromones, and uses healing magic to help males regenerate their sperm-count after mating.

She has the ability to give her flesh a fishskin texture, which's an excellent lubricant for... Many purposes. Though that is not the only skin she can change to.. She has various other textures, such as fur, smooth skin, snakeskin, etc.. She is red all over her body, and has a great feminine charm.

Lewd information aside, Reddra is a heroic adventurer who teams up with a Dragon rider named Lyxion. They live in a castle named Dracoplike, where all Dragons and Dragon-related individuals have a home, and are given the obligation to fight against various types of evil. They are also travel companions and lovers.

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Fyre and Skye: Fyre and Skye are a pair of identical anthropoid Fox twins, each with a typical Vixen appearance, whereas each has orange fur, dipstick ears and dipstick tail, glove and boot-like brown fur patterns at their hands and feet, and white fur in the center of their front torsos. The way to tell them apart is by looking at their noticeably different eyes. Fyre's eyes are vivid orange, and Skye's are sky-blue.

Their personalities are even easier to spot: Skye is an easygoing girl who loves nature, beaches, collecting seashells, romance, culinary cooking, and photography. Fyre is a bold lass who loves combat, survival, collecting weapons, action, thrills, and competition. Fyre is more flirtatious than Skye when it comes to males, but Skye seems to have a potent luck about her when it comes to getting dates.

They live on an island in the middle of the Sea, where them and their Family own a large fancy mansion. The place's name is Cheerich Island. The excruciating boredom and monotony that comes with the place often causes them both to leave, mostly by flight. They're both extremely experienced and talented with aerodynamic mechanics.

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Nimphas: Nimphas is a quadrupedic male Dragon with blue eyes, and color-changing skin.

His skin changes color in accordance to his emotional state:

Blue: Sleeping/Sleepy

Red: Love/Lust/Happiness

Yellow: Fear/Surprise/Anxiety

Green: Deep Thought

Purple: Confusion/Curious

Orange: Irritation/Frustration

Nimphas has white horns, white claws, and large Dragon wings. He's a DNA scientist, who's main interest centers on various species of Dragon breeds, and hybridizations. Nimphas develops various kinds of magic/scientific equipment which allows him to further study the aspects of his profession. He has hundreds of Daughters whom he loves very much.

Most of them have an affectionate and romantic relationship with him, and are constantly becoming impregnated with his offspring. He provides well for the Family, and always gives his Daughters what they need, including their sexual desires, which he is more than happy to fulfill.

He is mainly partners with his mate Zeratrite, the female Dragoness who got him into Father-on-Daughter incest in the first place. Nimphas takes turns hunting for food with Zeratrite, and they teach their hundreds of Daughters (And 7 Sons) how to hunt.

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Zeratrite: Zeratrite is a black quadrupedic Dragoness with crimson horns, crimson underbelly, vivid glowing red eyes, two tongues, and crimson underparts for her wings. She's a dominant female who collects males to add to her reverse harem. Her main mate is a Dragon named Nimphas, who she spends most of her time with. They have almost countless offspring, and she conducts a business of breeding her own kind, and then selling them for a hefty price, at least only the ones that aren't shared with her and Nimphas.

She has the physical ability to give birth in a matter of Days after conceiving, she has photographic memory, and she has the power to replicate aphrodisiacs with her breath and saliva. Zeratrite encourages an open relationship, and she loves incest. She's the one who got her main mate, Nimphas, into incest with their Daughters. Together, she and Nimphas live together with many other feral creatures up in a massive sky island, which they both own. She is a confident and brazen Dragoness, as well as very cunning and crafty.

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Valder: Valder is a very special quadrupedal Dragon with gray skin, gray eyes, wings, white claws, and light-gray horns. He was born in a Family of hundreds of Dragoness Siblings. He is one of the only 7 Sons in his whole Family. He is the most unique in many ways. His intellect far-surpasses that of almost any genius.

He has been gifted ever since birth. He has two properly functioning hearts (which is unnatural for his species/breed) which endows him with insane speed, mobility, endurance, and increased strength. Unlike half of his Siblings, he cannot change the color of his skin at will... However, his incredible mind for science allows him to create ANYTHING. He is also asexual, and has a resistance to pheromones and aphrodisiacs.

Valder will often build things requested to him by his Sisters, and rarely his 6 Brothers. He has the ability to move at extreme speeds while perceiving time at 1/9 x speed. He has a lab located within the underregions of a large sky island. This island is where his massive Family lives. One might think Valder is interested in going on a date if one asks him to go out, and he says yes... However, he's most-likely interested in someone solely for their biological information.

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Daisy: One of Nimphas' quadrupedal Dragoness Daughters. She has smooth pale yellow skin, white underbelly, crimson horns, glowing lavender eyes, and a powerful pheromone/aphrodisiac stronger than any of her Sisters.

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Wolfis Motorhound: Wolfis Motorhound is a 6 ft 3 Wolf with red eyes, white fur, a black nose, pointy Wolf ears, and has a major talent for developing advanced technology. He's both brains and bronze, with a brilliant aptitude for fighting. He has a typical "alpha-male" personality, and is great at aiming with guns which he builds himself. He regularly combats against his own corrupt world government, which is trying to pursue him because of the technology he builds.

The government is after him because the technology literally produces 100% safe-to-use infinite energy, and they don't like that, since they're in control of all the Planet's Oil, Gas, and Fuel Companies. Wolfis makes it well with the ladies, and he's usually not one for monogamy, since he's always on the run. He uses vehicles, weapons, and motorcycles with infinite energy efficiency, which makes it difficult for his government to catch or kill him.

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Cosmo Caprinius: Cosmo Caprinius is the treasurer of an organization called Decrabaf, a league of immortal Demi-Gods. He's the 2nd smartest financial expert in the entire Havem-747 Universe (His home Universe). Cosmo is naturally an anthropomorphic shoat (Goat/Sheep) who usually wears an expensive looking tux, dress-pants, and nothing else. His polished white horns curl up symmetrically, and he has polished black hooves. His 3 billion Years of financial experience aids the organization very well, landing them with the best places to live, perfect ingredients for food, ideal sleeping environments, and the opportunities to occasionally having fun on their (rarely occurring) breaks.

Cosmo Caprinius isn't a fighter, but he is immortal, and is one of the Demi-Gods. His eye color highly resembles gold, and he can psychically sense things or opportunities consisting of high value. He's also an excellent inventor, especially when it comes to creating devices meant to save them time or currency. He keeps a complex of hidden rooms away from his team. It's full of treasures and currency that are organized in different rooms of the complex. He has organized currencies for each Planet and community in the Marvelir System. Cosmo created a fake stash of treasures, just in case anyone robs them blind.

Cosmo is close friends with 4 other members of the team: Bovinatine, Dreknah, Carathmo, and especially Aaronest (Of whom he has unconfessed love for).

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Ellereth: A simple Wolfess Inhabitant from the Planet RueHark; A dark, supernatural world of mystery and magic. Like most RueHarkians, she has mild telekinesis, owns a personalized custom library, and has super-strength. Ellereth has indigo-purplish eyes and a symmetrical pattern of differently contrasted gray fur around her whole body. Her frontal torso is covered in gray fur, as is the slight mane around her neck and head. She has darker gray fur on her face and ears, and a tail to match it. Her paw-pads are white, and leave no footprints (Which is a magic trait among all RueHarkians).

Like many RueHarkians, she wishes to get off of her dangerous home Planet, and find another Planet to live on with her Family. She and her folks deal with daunting situations, especially with paranormal creatures and entities who may intrude on their territory.

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7 Unknown Gods of Havem

Description: "The Unknown Gods" are their ordinary namesakes, due to having very little involvement with the historical advancements of the Havem Multiverse. The 7 Unknown Gods kept themselves out of all histories, all recordings, and all possible advancements having to do with any one of their Universes. They did this because they created most of the Havem Multiverse in a way that entropy could never reign supreme, and if they were to introduce themselves as the true Gods, many of their Universes would surely fall into religious or existential madness, thereby giving some faint amount of power to entropy. Because of this, they decided to make themselves unknown to most of their own creations. Avoiding the knowledge of their own creations also prevents the formation of potential cults. Since the Unknown Gods wouldn't want to leave their creations without somebody to look up to, they gave the Havem Multiversal Collective a vast variety of DemiGods. The DemiGods were seen as full-blooded Gods. However, the extent of their power set a false example of how powerful an actual God really is... So as a result, much less inhabitants of the Multiverse revered them in such a way that they'd ever develop cults. When one knows their God is all-powerful, the pride in that God can get to their head. Most of the Havem Multiversal Collective knows their "(Demi)Gods" aren't completely omnipotent. While the full-blooded Gods may find themselves visiting the inhabitants of their Multiversal Collective, they never reveal who they truly are.

Aff: Aff is one of the 7 Gods of the Havem Multiversal Collective (An entire Multiverse). He's a semi-anthropomorphic hybrid of a Wolf and a Dragon. He's anthropomorphic when he stands on two legs, and is quadrupedic when on all fours. He is the creator of multiple species within the Havem Collective, such as Shift-Creatures, Light-Dragons, Reverse-Elementals, Celestial Hounds, Grypheonixes, Reverse-Grypheonixes, Gulsas, Pyrovizans, and Cryovizans.

He's a male Dragon/Wolf hybrid with glowing white eyes, and fur that is utterly indescribable. His fur is indescribable since each one of his fur-hairs is a different prime color. This makes his appearance rather hypnotic to mortals whenever he moves any part of his body which is covered in fur. The underpart of Aff's wings shows a brilliant reflection of the stars and Planets he's created, and can also peer into wherever he wants in the Multiverses. His horns curl very slightly at the ends. They have the power to create any type of element from nothing, and can produce infinite amounts if desired.

His gray claws are capable of making disembodied copies of themselves, which float around via his mental control. The disembodied claws tear open portals into other Universes, Realities, Multiverses, and Worlds. Aff has a special white ball at the end of his tail. It's literally the shape of a perfect sphere, and is also capable of making disembodied copies of itself. The disembodied orbs are called Omni-orbs: An orb that is subservient to the desires of any entity who wields it. Aff is unable to stop the orbs from copying themselves, as they freely venture to random places within the Multiverse without his say-so.

Aff is an entity who has literally existed forever, and continues to exist forever, despite anything. As one of the 7 Gods of the Havem Multiversal Collective, he holds infinite power, as well as somewhat infinite knowledge. He is the reason all types of holy light exist within the Havem Multiversal Collective, and can endow items and entities with the same holy light. It repels and hurts evil, no matter how strong it may be.. Even if that evil were omnipotent itself.

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Aramara: Aramara is one of the 7 omnipotent Divinities of the Havem Multiversal Collective. She's the Goddess of magic and illusions. She's an entity who's both Fairy and Dragon. The spines trailing down her back and tail float illuminantly above her body by one inch. The spines are each a different color, and highly resemble the end of her tail, which is shaped like a disembodied diamond fixed in one place, yet still in line with her tail even as it moves. Her glowing white horns are attached to her head, and her eyes are a rainbowy mix of opalescent colors.

Aramara's skin is a semi-transparent indigo. Her large wings are an illuminant cyan underneath. She's normally a quadrupedal Fairy-Dragon. She's the reason all magic permanently exists within most of the Havem Multiversal Collective indefinitely, and for all eternity. Her power makes certain that nobody's magic can ever run out. Without her, countless entities and creatures would repeatedly experience running out of magical power, and would tediously have to wait for their magic to regenerate again.

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Aluwat: Aluwat is one the 7 Gods of the Havem Multiversal Collective, which is generally a large collective of Universes. He's half Salamander, and half equine-like creature. His tail is long, resembling a Salamander's, but besides that, he has evenly matched traits of both species fused together perfectly. His Salamandrian skin is red, and he has a tan-colored underbelly. His eyes are glowing yellow, and he has a long wavy line of white horse-like hair down the his neck. He's anthropomorphic when standing on 2 hooves, and he's quadrupedic when standing on all 4. His front legs/arms are salamandrian, and so is his blue tongue.

Aluwat commonly morphs into a variety of creatures, then embarks on a journey to the mortal realm. He finds mortals thoroughly interesting, and will freely get involved with their situations. He's in control of the mindscape, where all thoughts, ideas, dreams, and otherwise, are a reality. Spending so much of his time in this void of amusement, he decides to go out and see where all these ideas come from. Aluwat created all aquatic or ice-like creatures. He loves water and ice, and is the creator of both those elements in the Havem Multiversal Collective.

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Mazam: Mazam is one of the 7 omnipotent Gods of the Havem Multiversal Collective. Mazam is not a he or a she, but instead a literally genderless entity who has lived longer than eternity. Mazam has no official form, but will create forms of it's own to take after. Mazam is the creator of all the Havem Multiverses, and is the one who shaped their time, reality, space, physical laws, spiritual laws, and other such things.

Mazam creates more and more Universes in its collective, despite already having created an infinite amount of them. Mazam's ambiguous form may appear imperceivable, although the only features that can be understood by eyes are the fluent stretches of seemingly infinite darkness and light being emanated by Mazam. Mazam is the leader of the 7 Omnipotent Divinities, and is able to be in an infinite amount of places at once, using as many different or similar forms as it pleases.

Mazam can get a bit bored at times, and plays funny tricks on some individuals or entities, but only if Mazam knows it won't effect them badly in any way. Mazam will sometimes go out into the Multiverse it created and spend time with the inhabitants. Mazam likes to have fun by using the forms it creates for itself, and will often live many lives at a time, considering Mazam is not a perceivably single entity, but is in fact a quantitatively infinite entity with limitless forms.

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Veradine: Veradine is the Goddess of Love and Lust. She created N'Graw, the physical incarnation of Love and Lust (See here: https://www.f-list.net/c/NGraw). Veradine is a Wolfess / Dragoness hybrid. She has red and white fur, red eyes, blue paws, blue vulva, blue nipples, two red tongues, dark crimson horns, white-furred belly, a blue Wolf nose, red claws, and an excessively long tail.

Veradine is the peacemaking lover of the Gods. Her presence radiates her love and lust for each one of them. The ones she flirts with return her affections without any hesitation. Veradine created Planets like Harloc, which is a Planet with only plants that are aphrodisiacs. She's the creator of pheromones, charm, lust, beauty, and aphrodisiacs. She likes staying in her quadrupedal form, mostly because it's more free, and doesn't require one to wear clothes. Veradine gets unimaginable amounts of unrelenting perpetual pleasure from all the love and lust in the Multiverses coursing through her very being. She vents in the best possible ways through each partner she finds. She can control her own infatuating affects on others, but only for so long.

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Virmidia: Virmidia is one of the 7 Gods (Actually, a Goddess) of the Havem Multiversal Collective. She's a hybrid between a large Feline, and a huge Snake. Her eyes glow a lavender color, and her fur is an even spiral of black and white all the way down her snake-like body. Her head and neck highly resemble a snake's, she also has fuzzy cat ears, whiskers, and Cat-like eyes. While she doesn't normally have arms, she can assume an anthropomorphic form which endows her with feline appendages.

She's the Goddess of nature, reproduction among creatures, and the stars in space. She's also in charge of the natural orders of passing on to the next life. All of this is a lot to handle, which is why she has many helpers which she created herself. Each servant is a different species or creature, and she has quadrillions of them to aid her all over the Havem Multiversal Collective. Each creation she makes is very powerful, and is created to protect and guard an entire Planet's environment. Sometimes 2 are needed in order to watch over much larger Planets.

Virmidia is a free-roaming entity, and loves to travel to various parts of the Havem Multiversal Collective. Her mentality is vastly different from the rest of the Divinities, yet she is incredibly intelligent. She has no preference in most serious beliefs, and she acts on many animal instincts, including those of greater intelligence. She's a very fickle Goddess, and does great when interacting with wild creatures. They often obey her, depending on how wild they are.

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Av: Av is one of the 7 Gods of the Havem Multiversal Collective. His species is a hybrid between a Wolverine and a Dove. His brown down feathers cover the upper-half of his body, yet on the lower half, he's mostly Wolverine, seldom a pair of talons. His forearms show Wolverine traits, and there's a pair of beige wings on his back that allow flight. He has no beak, but instead a Wolverine's snout, and his Wolverine tail has a series of feathers at the end of it. His claws and talons are black, and so is his nose, paw-pads, and inner ear fluff. He has one eye that's light blue, and another that's crimson red.

He's the ruler of both war and peace, which is a job that regulates the power mortals have over each other. This power also regulates over the Gods themselves. He's the eternal protector which insures the Gods will never ever wage war on one another, which is potentially a huge and demanding job.

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Legion Of Sacred Heroes

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The Legion Of Sacred Heroes is a massive army of 10,000,001 Sacred Heroes. Their Legion was assembled through a great deal of work, specifically done by various DemiGods & DemiGoddesses across the Universe. Planets that are less focused on regally addressing names call them "Losh" for short. While 10 million (& one) may seem excessive, it actually falls quite short, especially in light of what the army was assembled for. Each individual member of the Legion Of Sacred Heroes is put in charge of a Galactic region in space. This generally means they're put in charge of a great deal of responsibilities. Creatures of any kind would exhibit severe stress and hardship trying to manage something such as an entire Galaxy's Quadrant, or an array of Planetary Systems. However, there are special aspects about every individual member of this Legion, specifically traits that stood out to the DemiGods & DemiGoddesses. To begin with, each person or creature has an outstanding amount of spirit, determination, and mental fortitude, all of which were even greater than most DemiGods themselves. Understandably, the DemiGods were impressed by this, and wanted to offer them a position in making an even greater difference in the Universe. Since DemiGods are very connected spiritually, mentally & socially, they were able to communicate telepathically across the cosmos. This allowed them to verbally articulate how they wanted to assemble these special groups of extraordinary heroes.

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Together, the Halfling Gods created a multi-dimensional star. This star (The Star of Losh) was named after their army, and has a unique opalescent exterior. The Star of Losh serves as an impenetrable cosmic fortress, which is connected to every member of the Legion Of Sacred Heroes. As a rite of initiation, each Sacred Hero is given a holy flame, which is an amalgamation of every DemiGod & DemiGoddess' residual energy. That same energy is what The Star of Losh was created by. Therefore, when the fires are fused into a worthy member of their army, they become connected to The Star of Losh. This allows them to harness the same energy as a last resort when battling demonic or malevolent forces. It can also be used to retreat as a means of sanctified teleportation, thereby returning them to the star. Standard teleportation wouldn't help much with warding away assailants or purifying hostile entities. This is why sanctified teleportation is a superior method. It isn't technically arcane, therefore, no other magic or anti-magic can hinder it, since it's simply the extended power of Gods. Within the star, a massive structure fills out the volume of its core. What displaces the center is a constructed living space guarded by heat-resistant alloys, and contains a type of stone material that makes up the interior entrances. Since The Star of Losh is a multidimensional star, it protects the entrances to various volumes of space that are unique to every individual member of Losh. They each have their own paradise to retreat to, since they often grow weary of helping and saving those in need all around the Universe. The idea of creating Losh was founded by Drakna, the DemiGoddess of Altruism, Light, & Elements. She is one of the Legion's 700 potential substitute leaders. DemiGods can be very busy, so sometimes they need to substitute for others of their kind.