0% found this document useful (0 votes)
1K views63 pages

Worldbuilding Blueprint Template

The Crowned Veil by Andrew Wilson is a fantasy novel that takes place in a medieval-style world. The main characters are members of the royal family who rule over different territories in the fragmented kingdom. Political intrigue and family drama drive the plot as various factions maneuver for power and the heirs must navigate a treacherous landscape to claim their thrones. Magic and the supernatural play a role in the story through mysterious forces that some can wield but not fully understand.

Uploaded by

api-545773825
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
1K views63 pages

Worldbuilding Blueprint Template

The Crowned Veil by Andrew Wilson is a fantasy novel that takes place in a medieval-style world. The main characters are members of the royal family who rule over different territories in the fragmented kingdom. Political intrigue and family drama drive the plot as various factions maneuver for power and the heirs must navigate a treacherous landscape to claim their thrones. Magic and the supernatural play a role in the story through mysterious forces that some can wield but not fully understand.

Uploaded by

api-545773825
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 63

The Crowned Veil

Andrew Wilson

GAM-215: Worldbuilding
Southern New Hampshire University
Fall 2020
Dr. Randall Case, Instructor
Table of Contents
Section I: The Concept ....................................................................................................................................................... 3
1.1: Genre and Subgenre ............................................................................................................................................... 3
1.2 Theme ......................................................................................................................................................................... 4
1.3 Tone ............................................................................................................................................................................. 5
1.4 Soundtrack for Your World .................................................................................................................................... 6
1.5 Similar Worlds .......................................................................................................................................................... 7
1.6 The Hook .................................................................................................................................................................... 8
1.7 Pitch ............................................................................................................................................................................ 9
Section 2: Scope and Physics .......................................................................................................................................... 10
2.1: The Scale and Scope ............................................................................................................................................. 10
2.2: Physics ..................................................................................................................................................................... 11
2.3: Astronomy............................................................................................................................................................... 12
Section 3: Geography ....................................................................................................................................................... 13
3.1: Landmasses ............................................................................................................................................................ 13
3.2: Climate Zones ........................................................................................................................................................ 14
3.3: Geographic Features ............................................................................................................................................ 15
3.4: Seasons .................................................................................................................................................................... 16
3.5: Map .......................................................................................................................................................................... 17
3.6: Detailed Legend .................................................................................................................................................... 18
Section 4: Flora and Fauna ............................................................................................................................................ 20
4.1: Ecosystems ............................................................................................................................................................. 20
4.2: Creature Design .................................................................................................................................................... 21
4.3: Natural Resources ................................................................................................................................................ 22
Section 5: Races and Species .......................................................................................................................................... 22
5.1: Races and Species ................................................................................................................................................. 23
5.2: Worldview ............................................................................................................................................................... 24
5.3: Social Structure ..................................................................................................................................................... 25
5.4: Subsistence ............................................................................................................................................................. 26
5.6: Family...................................................................................................................................................................... 27
5.7: Gender Roles .......................................................................................................................................................... 28
5.8: Social Class............................................................................................................................................................. 29
5.9: Customs................................................................................................................................................................... 30
5.10: Ritual & Ceremony ............................................................................................................................................. 31
5.11: Superstitions ........................................................................................................................................................ 32
1
5.12: Holidays ................................................................................................................................................................ 33
Section 6: Language ......................................................................................................................................................... 34
6.1: Spoken Languages ................................................................................................................................................ 34
6.2: Written Languages ............................................................................................................................................... 35
6.4: Proverbs & Idioms ................................................................................................................................................ 36
Section 7: Government and Politics .............................................................................................................................. 38
7.1: Political Structure................................................................................................................................................. 38
7.2: Infrastructure ........................................................................................................................................................ 39
7.3: Law and Justice .................................................................................................................................................... 40
7.4: Foreign Relations .................................................................................................................................................. 41
7.5: Military & Warfare ............................................................................................................................................... 42
7.6: Technological Development ................................................................................................................................ 43
7.7: Trade & Economics ............................................................................................................................................... 44
7.8: Stability ................................................................................................................................................................... 45
Section 8: Magic, Advanced Tech, and Superpowers ................................................................................................ 46
8.1: Overview ................................................................................................................................................................. 46
8.2: Origin ....................................................................................................................................................................... 47
8.3: Mechanics ............................................................................................................................................................... 48
8.4: Consequences and Costs...................................................................................................................................... 49
8.5: Access....................................................................................................................................................................... 50
Section 9: Religious and Spiritual Belief ..................................................................................................................... 51
9.1: Religious Organizations ...................................................................................................................................... 51
9.2: Religious Beliefs .................................................................................................................................................... 52
9.3: Practices .................................................................................................................................................................. 53
9.4: Sects and Cults ...................................................................................................................................................... 54
9.5: Spiritualism............................................................................................................................................................ 55
Section 10: History ........................................................................................................................................................... 56
10.2: Significant Historical Events ........................................................................................................................... 56

2
Section I: The Concept

1.1: Genre and Subgenre

The world of The Crowned Veil is one of a science fiction space opera. It is a galaxy caught in an
arms race for powered individuals after their discovery. While I love science fiction, and that is the
platform this world is built on, I also have a lot of problems with it. The idea that species are so
interconnected to factions (think about how many Imperials are non-human in Star Wars). I focused on
fixing the problems I have with many science fictions stories in my galaxy. Some things are carried over
from scifi expectations. It is more science fantasy than science fiction, so more Star Wars than Star Trek.
In that vein, some things will just be accepted. I don’t go into explicit detail about how engines work or
anything like that, more broad strokes. What does get focused on however is the powers that are
acquirable by people in the world by binding themselves to a Celestial. It also is explicit about the fact
that this is a dangerous and most likely fatal endeavor, and yet people still try to do it. So, my overall goal
with this world is to put magic, more in depth than the Force and with bigger consequences, in a more in-
depth space opera and see what happens.

3
1.2 Theme

A theme that I want to be prevalent throughout is the cost of power, and that being given
“gifts” comes at a price. Nothing is free, so to speak. I think that this will be most obvious is with
the “magic” powers that exist in the universe (or more specifically beyond our universe). You can
become super powerful sure, but it always comes at a cost. First is the very large chance that in
acquiring them you are killed outright, then comes the large possibility that the thing granting
your powers has more control over you than you’d like. I’d also like that to be evident in the
different factions that exist in the universe, each with their own goals, but more importantly
their own short comings. You can’t get to the top without ripping others down, so what did those
leaders/governments/people do to get up there. I’ve always liked stories where there are no good
options. To steal from Andrzej Sapkowski, it is not a choice of right or wrong, it is choosing the
lesser of two evils.
From these ideas of themes, this is a dirty galaxy. A wretched hive of scum and villainy all
around, and there are no purely good people. From great skyscrapers looming over slums, to
corporations benefiting from war and the suffering of others to a constant distrust of anyone not
in your circle, this is a dangerous galaxy.

4
1.3 Tone

The general aesthetic would be futuristic decay. A beautiful ivory skyscraper that over
time has discolored to be more yellowed. Spacecraft and space stations that are so close to being
what we think of as ideal futuristic and are just getting to the point of disrepair. I’m thinking a
dying Apple Store, one that isn’t visited a ton but still has the brand name. You can tell what it
used to look like, but it isn’t quite there anymore. That’s for everything not in the Fields of
Silence. Here in the dimension of dead gods, it is greatly unsettling and unstable. Things from
our dimension bleed into it, from varying times. Each person sees different things, causing
confusion for large vessels that travel through it. At the doorways to this dimension (scattered
across the galaxy), a similar bleeding effect can be seen, where sometimes objects may come
through from the other side. So, in general the world is just past new, with a creepy sense of
looming danger hanging like a cloud over the entire galaxy.

5
1.4 Soundtrack for Your World

I think that the song Crazy by Gnarls Barkley, specifically the cover by Daniela Andrade
(https://www.youtube.com/watch?v=fzxag7U3Snk) fits rather well lyrically to the idea of losing
your mind. The lyric that really makes me think that it’d fit in this context is the line “Do you
really think you’re in control?” which works perfectly with the idea of losing control of your mind
to the thing that is giving you power.
Another song that would work to tell the story is Dark Necessities by the Red Hot Chili
Peppers ( https://www.youtube.com/watch?v=Q0oIoR9mLwc). The introduction riff is solemn but
building, which very much fits the tone of the world. While the song is about addiction and
knowing what is inside, it also works for the idea that everyone has dark deeds they have done
and will do.
The last song I am thinking of to inspire the soundtrack is Bullets by Archive
(https://www.youtube.com/watch?v=zoass6XxJwk). While this is a cop out, as it was used in the
2013 trailer for Cyberpunk 2077, it very much carries the feel that I think of when I imagine a
gritty synth soundtrack for an uncomfortable world. Not quite heroic but could be played over a
gunfight and it’d make sense.
In general, for the world I am thinking of a creepy synth score to fit in with the idea of just
past new. A more sinister version of Mass Effect’s music but keeping the scifi feeling. Perhaps a
mix of synth and more classic fantasy music to show the differences between the Fields of Silence
and our dimension.

6
1.5 Similar Worlds

I’ve kind of already mentioned this in other sections, so I’ll be briefer here. The magic in this
world will be similar to that of Star Wars but with a much more unsettling feeling. Magic is
granted not by some overarching “Force”, but instead by old forgotten gods to those that get lost
in the Fields of Silence. A god may latch on to a person and give them a set of powers that they
think will help them achieve their goal, whatever it may be. The big differential between Star
Wars and this is when “hearing” the magic (substitute for Force), it is an actual voice inside of
their head. And there is no one unanimous voice, there are hundreds of different ones already to
latch on to different people like symbiotes. Each clearly has a goal, not necessarily the same as
their host. And if the host isn’t strong enough to resist their will, the god can take more control
than they originally bargained for. The powers range widely in variety, and not all are
distributed equally. The fact that the unknown powers come from beings that latch on to their
hosts from separate dimensions that do not have the host’s best interests in mind separates it
considerably from general magic users in most stories, and when adding in the following
connected world I think it is even more different from things done in the past.
The other world that it is related would be Mass Effect, due to the space opera side of the
world. The different factions that control certain sections of the galaxy are similar in idea, and
one of the main draws to the franchise was meeting crew members from different walks of life.
What differentiates this from the ME world is the fact that most of the universe hates each
other. Not in a stand-offish way, but more of a directly raiding fringe worlds in each other’s
controlled sections of the galaxy. All fighting to control the entrances to the Fields of Silence that
can be used to travel across the galaxy much faster than standard travel (and has a chance to
give explorers of its great powers). It never made sense to me in ME that there was a council of
so few people to represent the trillions of life forms in the galaxy, and that the Mass Effect
Relays were free to use and not controlled by large corporations. I think it makes more sense for
the galaxy to be fighting over these resources, and maybe forming small alliances, but not
galactic controlling ones.

7
1.6 The Hook

Set in a galaxy not dissimilar to ours and a significant time in the future named the
Crowned Veil (shortened to the Veil), people of all sorts attempt to make their way in the
universe as the factions and corporations that control the Veil fight over it’s resources. It’s most
valuable being the Fields of Silence, a dimension with entrances scattered around the galaxy.
While in this dimension, spacers are able to travel to exits that lead back out into the Veil in a
considerable time less than it would take to get there traveling in the Veil alone. Due to the
strange laws of nature that govern the Fields of Silence, each faction is desperate to explore and
figure out how to best exploit it to their benefit. However, after the explosion of a large vessel
inside of the Fields of Silence, a sole survivor was granted unrivaled powers from one of the
hundreds of dormant and forgotten beings that live in the realm between realms. After a series
of disasters involving the powered individual, and their subsequent death, the galaxy is now in a
powered arms race. However, power comes at a price, as the gifts given by the forgotten gods also
includes their own voice inside of the head of those granted these abilities.

8
1.7 Pitch

The Executioner careened towards one of the floating islands, Captain Garrigus knew it
was too late. The bridge was engulfed in flames, save for nest where he stood. Even with the
reduced gravity in the Fields of Silence, his ship was going down hard. He had already used the
life pods as pseudo-flares earlier to confuse an incoming missile strike. It’d worked…well
partially. Just as they’d entered the rift to the Fields, one missile had struck them on the port
side. Most of the helmsmen had been blown out into space without time to react, those that
hadn’t were caught in the secondary explosive that was in the payload. A cruel device, it
burrowed into ships and waited for their sealing protocols to close the hole made by the missile,
then detonated in a slow burning fireball.
The captain didn’t want to die, especially not in this awful place. The Fields of Silence
were a terrible place, he hated using it to travel normally. But now, sailing downwards towards a
floating purple island, he just wanted a second chance. He wanted so badly to get revenge, on
everyone. The Confederation he fought, that had taken down his ship, the drafters from his the
Dardothan Collective for bringing him into this abhorrent war, his parents for letting him go.
He’d remembered his father teaching him to pray when he was younger, a stupid old sentiment
he’d thought at the time. The only gods out there are those that head the corporations, he’d
thought. But lacking any options, and with little else to do, he conducted a little prayer. “Please,
give me a chance,” he thought to himself, “Anyone.”
“I THOUGHT YOU’D NEVER ASK,” said a cruel, metallic, hoarse voice inside of his head.

9
Section 2: Scope and Physics

2.1: The Scale and Scope

The scope of the Crowned Veil is galaxy wide. Not the Milky Way or any of our known
galaxies, but a fully separate one. Humans are not native to this galaxy, and in fact are one of
the smaller and more recent groups to have joined the populations of the Veil. There are 6 major
regions of the galaxy, each containing varying amounts of solar systems inside of them.
The Bonuna region was named after the empire that once controlled the entire area. Since
their collapse, several factions inside of the territory have all been fighting over the remains,
trying to take dominance once again. In the center of the galaxy is the largest and most stable
known Tear. It has been open for all of recorded Bonunan history, with it’s earliest recordings
being 4,000 years ago.
The Sepienis region is considered a trade territory, as it composes the center of the galaxy.
Many of the systems inside focus primarily on market and economic growth as opposed to
territorial expansion, so the region is largely peaceful, with the exception of light skirmishing
here and there.
The Enkade region is predominantly controlled by the Dardothan Collective, a collection of
systems and peoples that focus on genetic and cybernetic enhancement. Captain Garrigus was a
member of the Dardothans and was considered a peak specimen before the devastation of Raesh
Thorin.
The Uetis region is full of systems considered more advanced than the rest of the galaxy.
Many of these systems have a focus on scientific advancement above all else. Belvaliv is a
member of this system, though the fact that parts of it are rather far behind on tech leads other
systems to have low opinions of the Belvians, in spite of all they have done for technology.
The Strepethean region is predominately colony worlds. Not very many intelligent species
were discovered on these worlds by the early space explorers, so they have been used as a way to
acquire resources more than anything else.
The Unknown region makes up the remainder of the galaxy. Explorers are still pushing
the boundaries here to try and see what planets lie beyond current maps.

10
2.2: Physics

The laws of physics apply to the Crowned Veil in the same way that they do to our world.
The changes come from the Fields of Silence, where ancient gods called Celestials reside.
Entering the Fields of Silence itself is something beyond the scope of modern physics, as it is a
separate dimension that can be entered via Tears in space. These Tears are not open
everywhere; they are only open at certain points in the Veil. Each Tear corresponds to a location
in the Fields of Silence. These Tears are not one way and can be entered and exited at will.
However, traveling in the Fields is considerably faster than traveling in the Veil. Because of this,
spacers have figured out that they can use the Fields to jump from place to place in the Veil as
long as they can navigate to the correct Tear. Additional changes to physics include the
supernatural abilities that the Celestials can grant to life forms that enter the Fields, should
they desire to. Telekinesis, pyrokinesis, hydrokinesis, and many other forms of control over the
world around them and manipulating physics. To use these powers, one must have a Celestial
bound to them, and not every celestial grants the same abilities.

11
2.3: Astronomy

The Crowned Veil Galaxy is not dissimilar to our own in terms of astronomy. The physics
of planets orbiting suns and rotating to create annual and diurnal cycles is the same as our
galaxy. Naturally in a galaxy with thousands of planets there becomes an issue of consistent
timekeeping, so each faction uses the time system of their capitol system to attempt to create
some sense of cohesion when time is brought up, as saying one day when two systems have
completely different day night cycles would cause issues. The biggest difference would be the
Tears in space caused by the Fields of Silence. Some of these Tears are stable, and have remain
open for long periods of time, or for as long as people can remember. Others are more fleeting,
small cracks that appear, maybe for a day, maybe for a year, at randomized points in the galaxy.

12
Section 3: Geography

3.1: Landmasses

This is the planet of Belvaliv, original home world of Belvians. A relatively small world,
Belvians had to grow tall cities to account for population growth, since there is not very much
land to go around. The world is divided into four continents: Ocan, Ayix, and Upper/Lower
Ewish.
Ocan is the largest single continent, however large portions of it are uninhabitable due to
proximity to the northern pole and it being highly mountainous. These mountains hold a
treasure trove of natural resources. However, the cold of the north prevents any major cities from
being founded too nearby. The southern coast is where most of the population lives, as it is near
enough to the equator that crops grow well and plentiful. Over its history, the most central city
in the continent, named Redili, has been the site of many wars. Its costal location while also
being in close proximity to all of the northern mountain ranges puts it in control of most of the
trade from the continent, making the city live up to it’s name of “The hub of Ocan.” Most of the
fighting in the continent’s history has been of different groups attempting to take control or keep
control of Redili.
Ayix is the smallest of all the continents. Its isolated location from the rest of the world led
to it becoming a technological powerhouse. It is where all interplanetary trade comes in. Though
in the past its factions have attempted to wrestle control of the entire island from the others, no
one ever took full control, and the continent is divided into three parts. The northern part of Ayix
proper Grote, the southern part of Ayix proper Ayish, and the largest island south of the main
continent Varli. While the northern parts of the continent are warmer and better for growing,
the southern parts get by on fishing and greenhouses.
Upper Ewish has always had issues with growing due to the cold north. Unfortunately for
them, they don’t control very much territory near the equator due to their elongated shape, not
enough to build up more of a population. They lack the mountain ranges and minable resources
that Ocan holds so dear. With the boundary between Upper and Lower Ewish being the Corotan
mountains, a natural barrier just north of the equator, blocking them to the south the factions in
Upper Ewish have been relegated to fighting amongst themselves for control of the more
powerful cities and fertile lands. The exception to this being the city of Erist, the most northern
settlement in the world with a population greater than 5 million, who thrive off of the sea
resources, control passage to the north via the ocean, and live mostly underground to avoid the
cold.
Lower Ewish is home to the world’s most populous city of Egria. It is bordered to the north
by the Corotan mountains, and is set on the equator, a perfect pairing of defense and good
climate. Though the city is constantly under threat of invasion from Upper Ewish factions who
think that they can just charge over the mountains, the city has remained strong for centuries.
Lower Ewish’s shape puts its northern coasts all a solid distance from the equator, and thus
makes it valuable land. While the southern peninsula is all but empty, Lower Ewish boasts the
largest population of any continent on the planet and exports a majority of its excess food to
Ocan in trade for the natural resources in their mountains.

13
3.2: Climate Zones

Belvaliv is divided into three climate zones. Colloquially they are called the northern cold,
the equator, and the southern cold. The equator is the place to be, where the temperature is
warm enough for crops to grow well, the further away you go from it the harder it is to grow
anything. For this reason, Lower Ewish and Ayix are in the best positions from an agricultural
standpoint, while Ocan is in the worst. It is a more temperate world than Earth, as the equator
is a much cooler temperature than our humid planet’s. Additionally, the northern and southern
colds are colder than our arctic circle is. The temperature at the northern/southern cold lines are
about what Antarctician cold is, with it only getting colder the further into these areas you go. A
majority of the ocean in the north and south is frozen, or at least partially frozen. Ice fishing is
essentially the only way that peoples in these extreme regions can eat, as no crops will grow
above or below (for north and south respectively) the cold lines.

14
3.3: Geographic Features

Ocan’s great mountain ranges allow for the mining of valuable resources in the frigid
north. One of the reasons that Belvaliv is so special is because of these mountains. Underneath
the northernmost mountain range, the Atlesians, there is a small but stable Tear to the Fields of
Silence. It is the only documented subterranean/planetary Tear. From this Tear, every few years
a deposit of minerals from across the galaxy are ejected into the cavern that the Tear inhabits,
deep inside of the Atlesians. This allows Belvians who mine this region access to minerals that
don’t naturally form on the planet and is a constantly replenishing source of wealth. This has
become a well-kept secret for the Ocan. They fear that if word gets out about a Tear inside of
their territory, other groups (like those that reside on more technologically advanced Ayix) will
attempt to take the territory for themselves. There are some other mountain ranges on Ewish,
the Corotans most notably, but none nearly as large nor as resource rich, and certainly none with
an internal Tear. Ayix’s Grote region along with the region in Lower Ewish surrounding Egria
are the most fertile parts of the world, perfect for farming. This causes the city to have a constant
source of food that propels their population above anywhere else in the world. With water taking
up 65% of the world, sea resources are important for many cities. This is most notable for Erist,
because they are unable to grow any crops once-so-ever, being above the northern cold line.

15
3.4: Seasons

Due to the 506-day year, seasons last longer than they do on Earth. Each of the four
seasons take up about a quarter of the year, though winter usually takes slightly longer than the
rest. Winter is especially hard for the northern and southern settlements, the climate is already
not in their favor, the increased cold does not help them at all.

16
3.5: Map

Figure 2: Mercator Projection of Belvaliv

Figure 1: Spherical Projection of Belvaliv

17
3.6: Detailed Legend

Number Location Name Location Description


1 The Lorasian Mountains The most untouched of the
northern mountain ranges. Its
proximity to the pole makes
mining difficult.
2 The Atlesian Mountains The largest mountain range in
the world, home to the world’s
tallest mountain, Fordin. Inside
of this mountain is where the
Tear resides.
3 The Pytrious Mountains The most mined mountain range
in Ocan. Large mines run
throughout.
4 The City of Redili “The hub of Ocan,” the city that
has traded hands between
factions more than any other
city in the world. It is just south
of the northern cold, but it’s
proximity to all three mountain
ranges makes it a vital trade
city.
5 The Northern Cold The northern boundary for
where crops will grow. Very few
settlements are north of this
line, and fewer have any amount
of population.
6 The City of Erist The only city north of the
northern cold with a population
greater than 5 million. Survives
entirely off sea resources.
7 The Ewish Border The border between the Upper
and Lower Ewish continents.
8 The Corotan Mountains The natural boundary between
Upper and Lower Ewish,
difficult to pass through.
9 The City of Egria The most populous city in the
world, perfectly on the equator,
and protected from the north by
the Corotans.
10 The Equator The dividing line between the
northern and southern
hemispheres. The optimal area
for growing crops.

18
11 The Grote Region Ayix’s northern region,
incredibly fertile.
12 The Ayish Region The southern region of Ayix
proper, extraplanetary trade
hub of the world.
13 The Varli Region The small island south of Ayix
proper that thrives on the
fishing industry.
14 The Southern Cold The southern boundary for
where crops will grow. Very few
settlements are south of this
line, and fewer have any amount
of population.

19
Section 4: Flora and Fauna

4.1: Ecosystems

The ecosystems in Belvaliv range from temperate to polar. There are no real tropical
areas, even at the equator. The sun does not get hot enough to host a climate of that sort. Along
the equator is an area of grassland that is optimal for growing crops. These grasslands make up
a majority of the habitable land, with some scattered forests across all the continents. Vegetation
is largely comprised of shrubbery and small greens. In the colder regions, especially in the
northern and southern colds, the land is mostly forest. Full of trees that require little direct
sunlight and warmth. These trees survive off of virtually nothing in terms of sunlight, and the
little that they get during the summer can sustain them through the year. The further north or
south you go the less and less vegetation survive due to the cold.

20
4.2: Creature Design

Cratoral Trees: Often growing 40 feet in height, these evergreens make up a majority of
the trees in the northern forests. They have large blue-green leaves that grow in enormous
canopies as high as they can possibly reach. Their trunks are often up to 8 feet in diameter to
make up for their height. Their enormous leaves soak up as much sun as they can in the summer
months when the sun is brightest. That energy is then stored and used throughout the
remainder of the year, often overflowing into the next summer. They are harvested for their
remarkably hard wood, and their heat absorbing leaves.

Bortheal Hunters: Deep in the northern mines dwell these bipedal carnivores. Highly
territorial, they are referred to as “Miners Bane,” by many. They are covered in grey or black fur,
but have humanoid proportions: two arms, apposable thumbs, a head. Where there is a
difference is the “face” or lack of one. Their heads are concave, and bald. Their grey/black skin
here acts as a radar dish, that they use to produce horrible noises in a means of echolocation. At
the center of the concave face is a small hole that functions as their mouth. They have no eyes.
Their large ears that flank either side of their head are comically large and could be perceived as
funny if it weren’t for the fact that they could hear that laughter from nearly a mile away. They
often wield makeshift tools that they use to crush up mushrooms to make them into an edible
paste, as they lack teeth in their small mouths. Their lack of canines doesn’t prevent them from
eating small creatures though, as they have little aversion to swallowing pulverized sludgy
meat…and have been known to eat Belvians on occasion…though with some effort.

Porfians: An aquatic sea mammal that inhabits the frigid southern waters. A large
carnivore that can swim incredibly fast, it makes the ocean a very dangerous place for the Varli
region. With long slender bodies, an incredibly powerful tail, and a nose like a dolphin, they
dominate the ecosystem. Their fins act as both a means of steering and as a means of self-
defense, as they are edged by a layer of sharp cartilage that protrudes like a knife’s edge. They
make life hell for the fisheries. Because of their sharp fins, nets don’t work for catching them,
instead fishers’ resort to Cratoral wood cages in order to try and catch them. Their meat is
considered a rare delicacy, and their fins are sold to make ornamental swords.

21
4.3: Natural Resources

The biggest natural resource on Belvaliv is their mountain ranges. Holding in them
precious and valuable metals often found only on the reaches of the galaxy. Unbeknownst to
most Belvians (save high ranking Ocan), this is because a Tear to the Fields of Silence has
remained open underneath the Atlesian mountains, depositing minerals from across the cosmos
into the ground. The materials needed to create space craft and their engines can be found inside
of Ocan’s mountain ranges.

Section 5: Races and Species

22
5.1: Races and Species

Belvians- Native to Belvaliv, they are bipedal humanoid carbon-based sentient life. They
typically stand around 7 to 8 feet in height, and the average weight is around 300 to 400 lbs. As
opposed to a human’s arm span roughly equaling their height, Belvians two arms reach all the
way down to their feet. Their skin tones are usually blue or green tones, ranging from neon to
more muted extremes. They have no hair on their bodies, instead they have what could more
accurately described as feathers on the tops of their heads that are hydrophobic. These feathers
are usually brown but vary in hue. Their faces are relatively similar to that of a human, save for
their eyes which are entirely black (they do not see in color). They were one of the first species to
utilize the tears to the Fields of Silence. This document will focus on them. They have lifespans
of two to three centuries.

Humans- Not native to the Crowned Veil, Humans come from a far-off galaxy that has been
enshrouded in war. Colony ships traveled from their home planets to the Veil to escape their
conflicts and created an assortment of conflicts in what they thought was new untouched
territory. The seven colony ships entered the Veil at around the same time, all from different
parts of their home world. The major ships all had sponsor countries that put their name on the
vessel and claimed to be the major contributors to the projects. The ships include The Dream
(funded by America, Canada, and Mexico), Henry’s Vision (funded by France and The United
Kingdom), The Emperor’s Crown (funded by Italy, Germany, Switzerland, and Austria), Radiant
Dawn (funded by Russia and China), Chandragupta’s Legacy (funded by India), The Terran
Jewel (funded by Morocco, Nigeria, Algeria, Mali, and Tunisia), and Vargas’ Quest (funded by
Brazil and Bolivia). Unfortunately, it seemed that they could not put aside their own conflicts,
and rapidly began to not only fight amongst themselves, but pick fights with other species native
to the Veil. Humans are a fairly common sight in the galaxy, to varying degrees of acceptance or
revulsion from other species.

Cirilins- Remember the cricket from A Bug’s Life? Think of that, but with the face of Garrus
Vakarion and they’re about 5 feet tall. With the ability to fly and a hard exoskeleton, Cirilins can
be seen as rather intimidating. They generally have colorful outer shells, with their softer flesh
being more muted colors. They discovered how to use the tears to the Fields of Silence at around
the same time as the Belvians and the Kutherans.

Kutherans- Cephalopods with 6 appendices, these highly adaptable creatures are a common
sight in the galaxy. They refused to allow their mostly aquatic home world to constrain them and
have spread across the galaxy rapidly. Their ability to regrow their own limbs make them
excellent soldiers. They have typically red colored soft skin. Along with the Belvians and Cirilins,
they were one of the first to access the Fields of Silence.

23
5.2: Worldview

The Belvians have very differing views of the galaxy depending on what faction they are a
part of, and what part of Belvaliv they are originally from, even if they weren’t born on Belvaliv
itself. Because of the Belvian colonization of many other planets, each colony planet has ties back
to Belvaliv proper, and one of the factions that control it. Some of the factions that control the
planet are relatively peaceful with each other.
The three on the continent of Ayix, being Grote, Ayish, and Varli, have had an ugly past
but came to general peace once they began setting up independent colonies.
Ocan however is divided by the need to control the city of Redili. The three factions that
control it, the Rensli in the eastern peninsula, the Trakin in the west, and the Rendilish in the
middle are in constant conflict to try and take control of the city and the territory around it. The
Rendilish took control of the city shortly after the discovery of tear travel and have pushed the
Redili farther east than they’d ever been. Meanwhile the Trakin were pushed so far west they
had no choice but to resort to just focusing on the Pytrious.
Lower Ewish is the only continent unified under one rule, which isn’t necessarily a good
thing. Called the Ewish Dominion, they believe that they alone should control both Upper and
Lower Ewish. With constant attacks from Upper Ewish, they have lived under the knowledge
that invasion is constant and focus heavily on military. The Dominori of the nation (the three
leaders of the Dominion) have a holdfast stance that the “tribes” in the Northlands (what they
call Upper Ewish) is their sovereign territory.
Upper Ewish meanwhile is separated into many smaller factions that have a messy string
of alliances and wars going at virtually all times. The largest of these groups being named
Ewasia, who were (thanks to the backing of Ayish) the first on either Upper or Lower Ewish to
make a separate colony. They control what could be described as the entire north half of Upper
Ewish, which would be impressive considering how many factions there are on the continent, if a
good chunk of their territory wasn’t in the northern cold and thus virtually unusable.

24
5.3: Social Structure

The southern continents, being Ayix and Lower Ewish are sedentary, while the
northern continents are a mixed bag. Their government systems are slightly more complicated,
with Grote having a representative democracy, while both Ayish and Varli have parliamentary
oligarchies.
Lower Ewish is a republic with three Dominori, all representing different sections of the
continent and the faction. Each section of the Dominion is a mix of urban and rural
environments, with the area around Egria being especially rural. They also are the only faction
to have a more egalitarian approach to their society. Ayix on the other hand is mostly urban. The
Dominion has a very limiting sense of individual freedom, and socially they focus on the greater
good than the individual. This is not seen as a bad thing to a Domoni (member of the Dominion),
as it is engrained in the culture so much. As a whole they are a very nationalistic and proud
group of people, willing to give up their freedoms for the security of being a member of the
Dominion. They are also more than willing to give up their neighbors if they think that some
anti-Dominion sentiment is being said or thought about.
Ocan is technically sedentary, but with the amount of moving that each faction does due to
the constant conflict, you’d be excused for thinking they were nomadic. Each of the factions has a
variation on an elected dictatorship, and each highly varies in the success in strength of
leadership. The Ocan respect strength over anything. The ability to hold Redili is the only thing
that they truly respect in a leader. Those that know the secret of the Atlesian Mountains keep
that secret to their grave. It is incredibly important to them that no other group finds out about
it. Each of the groups that inhabit Ocan think that they are the only ones to know about the
Tear, and yet they all know.
Upper Ewish on the other hand does actually have more nomadic groups that migrate depending
on the season. Some of the many factions do, while others remain sedentary. They are more
tribal than anything, with family/clan meaning more to them than anything (save maybe
survival but having a tribe and surviving go hand in hand here). As for government, each tribe
has a different one to some degree, with the most common being an oligarchy or military
dictatorship.

25
5.4: Subsistence

This was kind of brought up in the geography section, so I’ll be briefer here. Apart from
Upper Ewish each of the continents is mostly agriculturalists. Upper Ewish has some hunter
gatherers and pastoralists with their nomadic tribes, but that is about it.

26
5.6: Family

Family life varies from faction to faction. A majority of the time the “head” of the family is
whichever parent raises the children, which is dependent on which family member has the least
financially supporting job. In places like Ayix, families are often smaller to accommodate the
more urban environment. Here, children are expected to get a job as soon as they transition to
adulthood and leave the colloquial nest at that same time. It isn’t rare for families to stay in
contact with each other, but it is more of a “Facebook messaging an old college friend,” sort of
communication. It is rare for families to have more than two children.
Meanwhile families in Ocan and Upper Ewish are encouraged to have larger families to
help with the more constant fighting. Though bigger families mean more mouths to feed, it also
means more bodies to put in the fields, of either grain or battle. Family matters in these cultures.
In Upper Ewish, your family is your tribe. Less of a blood related family, more of a bonded by
survival sort of arrangement. Parents and kids are close, as are siblings. Grandparents of any
age are revered, as being old in a society of constant fighting and harsh survival usually means
you’re doing something right. Family connections matter to many cultures, especially in Ocan,
where lineage changes what your job will be. Your bloodline matters here, and the effect that it
has on your life is not to be understated. Inheritance is everything, if your father was a soldier,
you will be a soldier too. Gender doesn’t matter here either, families all keep the same job. It
prevents having to send new recruits to training, as since their entire family would have the
same profession, they should already have been trained fairly well. This also dictates how
marriage works, as you can’t marry outside of your profession.
However, in the Dominion, family matters very little, and it is more based on what you
can do. After reaching adulthood, a child will likely never see their parents ever again. Children
and parents’ relationships are more professional than familial. Siblings are raised to treat each
other as coworkers. An extremist egalitarian world view for sure, but it works for them. They are
a prosperous nation, but to be a member you have to be willing to disregard your family for the
greater good. And the greatest good you can do is sacrifice something for the Dominion.

27
5.7: Gender Roles

Unlike the matriarchal Cirilins, or the gender neutral Kutherans, Belvians are largely
equalitarian as defined in the family section. There are not jobs expected of any gender, other
than who will bear children. With the exception of the Dominion, gender does not play into the
way that your profession, family life, or social standing will change. Courting is a ritual expected
to be done by either party, usually whichever one is more interested in the other. In Ocan, you
inherit the profession of both parents, no matter what gender you are. In Ayix, it is completely
irrelevant.
In the Dominion however, things are stricter when it comes to cultural practices. Males
are expected to court females, in a way steeped in tradition. To not do so is considered
treasonous, and against the Dominion (much like anything else that goes against the norm in the
Dominion). While this is the case for courting rituals, both males and females are considered
valid choices for Dominori. It is given to whomever the people think would make a good leader,
and that can be any gender.

28
5.8: Social Class

In Ocan, your status depends on your family’s status. What job has your family
historically had? You will grow up to fill that job. Marrying into power is the only way to climb,
however there is little to no reason (for logistics at least) to marry down, so most stay at the
same level of power they are born with. This often causes issues of uprisings with those stuck at
a lower social standing. In times of peace, the lower classes will realize how unfair life is, and
attempt to make demands of the upper classes. The upper class will eventually concede, give in
to a few demands, and then immediately resume treating the lower classes like garbage.
In Upper Ewish, power fluctuated quite quickly, but mostly because of the constant
conflict more than anything else. With military often being the strongest and most important
role, if a general dies, that change in power can be enormous shift for whoever gets elected to
take their place.
In Lower Ewish, with a more equal social structure, the ones in power are voted there by
the masses. When an election comes up, each region votes on one of their own to take the place of
one of the current Dominori. These advocates (whether they want to or now) are then voted on
amongst a pool of the other advocates in a bracket, eventually leading to one victor. The victor
then is one of the three most powerful people in the Dominion, no matter what their standing
was beforehand.
In Ayix, social class is much more flexible, not necessarily binding citizens to one class,
and allowing movement based on income or power gain.

29
5.9: Customs

One custom shared across virtually all of the factions is greeting others that you care
about by grabbing their shoulder with your arms bent. It implies that the person is as close as
family, to be allowed that close to the person. Meanwhile a more professional greeting is to grab
someone you care about from full extended arm’s length. Usually each grabs the right shoulder
with their right arm, meaning their arms are crossed over each other. As personal space is
important to them, it is meaningful to be touched that way even in a professional capacity.
A custom in Ocan is one of familial bonding. If a parent is on their deathbed, and they
know the secret of the Atlesian Mountains, they might tell their most trusted children to explore
the mountains as their dying wish. This is seen as putting a lot of trust in the children told, due
to how important it is to keep the Tear a secret.
A more extreme custom is one from the Dominion, what a surprise. If a Dominori ever gets
convicted of treason by the other two, that person’s name is removed from society. All instances
of that name are expunged from records. If your name is currently that name, you have 3 days to
legally change it. That name then becomes taboo, and saying it is synonymous with treason.

30
5.10: Ritual & Ceremony

Marriage is celebrated in an extraordinarily extravagant way in Belvian culture, across


most every faction and group. It is seen as a meeting of two true beings, that will be forever one
whole. Due to the longer average lifespan, the courting phase is often ten to twenty years,
meaning that when partners come together, they know what they are getting into, and will be
mated for life. A wedding itself is an over-the-top event, even in places like the Dominion. All
members of both families will attend, along with friends, acquaintances, anyone who has ever
met them. The celebration lasts for a week, and often more than one marriage is done at once.
For example, friends might have weddings back-to-back, allowing for multiple weeks of constant
partying. The ceremony is loose, both parties sign a contract. Their rings are made together, as
one piece, like two links in a chain. Both parties will pull the rings apart, and wear them like
that, jagged and broken pieces. It signifies that they are not whole without the other.
Birth is also celebrated very extravagantly, with gifts given to the child to be used in later
life. Death on the other hand is not highly regarded amongst any of the factions. It is largely
seen as unhealthy to dwell on the subject, and the culture encourages those affected with grief to
move on quickly.
When adulthood is met (age of 50), there is a celebration that ends with the new adult
being adorned in flowers, as a sign of true growth. At adulthood, Belvians are then sent off to do
whatever they are determined to do. Most leave for one of the colonies that hail from their
faction, while few remain on planet.

31
5.11: Superstitions

A broken marriage is seen as a sign of failure on both parties. It is seen as bad luck to be
separated from your significant other. Because of the long courting period, it is seen as bad
judgement on both parties. Divorced couples are shunned, no matter what the reason was. In the
Dominion it is more serious than that however, and divorce is illegal. Splitting from your
significant other in the Dominion can land both parties in prison for life. As matches are seen as
destiny, to Belvians it seems that the two are trying to break from the destined plan. Destiny
plays a large part of Belvian culture, across all factions. Everything is seen as a divine plan, and
destiny itself is worshiped. They say that it helps them cope with things like loss, to see it as part
of a plan. Other species view this as a cop out, and a failure to accept the bad things that happen
in life.

32
5.12: Holidays

The end of winter is the only holiday shared among all factions and all continents. This is
seen as the greatest day of the year, the day that the cold months are gone. Life becomes so much
easier from that point on. On that day, all factions cease fighting of any kind, and take the day to
eat more lavishly than before, dance, and begin courting if they are of appropriate age. The first
day of spring is marked as the beginning of a new year cycle as well, so it is customary to pray
that destiny has good plans for you by renewing your devotion to fate. The biggest holiday
celebration held on the planet is Conquest Day, held in the Dominion. Here, they celebrate the
capture of Egria by the Dominion by the tribe that held it previously. Conquest day is celebrated
by a month-long parade march that travels from the south eastern most tip of Lower Ewish all
the way to Egria, stopping in every city and town on the path. In each place the parade stops, the
people give a part of their most valued export to the parade to carry all the way to Egria, where
they are put on display to show the unity of the Dominion.

33
Section 6: Language

6.1: Spoken Languages

Belvians speak in a more guttural chanting sounding way. Their sounds have been
equated to singing by other species. Many of the factions have what can be considered dialects of
relatively similar languages, which is possible due to the small size of the planet and the amount
of trade that happens between different parts of the world. The speech patterns are largely the
same across most dialects, generally following subject-action-direct object-object compliment
format. Most of the time conversation begins with the person being addressee’s name and ends
with the person addressor’s name. An example could be “Amanda: Chad said that you look good
:Uri.” Names are almost always used this way in conversation, saying “he said” is uncommon,
usually the name would just be said instead. This is done to avoid confusion amidst
conversations and avoid pronoun reference errors.

34
6.2: Written Languages

The Belvians are split on what alphabets they use. There are two, Ewish and Ayix, which
cover the Ewish continents and Ayix/Ocan respectively.
The Ewish alphabet is comprised of letters for every combination of sounds that a Ewish
person can make in conversation. There is no “th” or other such combination of consonants to
create a single sound. Thus, their alphabet is longer than the English one. It is written in a very
blocky unconnected manner in professional writing, as it is seen as much clearer and has less
issues with translation across multiple different readers.
The Ayix alphabet however is a more combination focused alphabet. With less letters, they
believe they are more prepared for the creation of new words that require different sounds to be
made. Instead of having to add a new letter if a new sound combination is used, they instead just
combine two other letters to make a new one. Also, in juxtaposition to Ewish, it is more flowy in
its writing, more “elegant.”
Both are written right to left, top to bottom.

35
6.4: Proverbs & Idioms

Saying:
“A frozen heart grows no grain”
Meaning:
A cruel person does not survive. A saying meaning that someone who is cruel and alone will not
survive the winter.

Saying:
“The colds are made to be crossed”
Meaning:
Push the boundaries. Especially popular in Upper Ewish and is the motto of Erist.

Saying:
“Be like an Egrian”
Meaning:
Grow tall. Referencing the largest city on the planet, this is often said to children before they
reach adulthood and full height.

Saying:
“…met a Bortheal”
Meaning:
The subject has died. Typically, Belvians do not survive encounters with Bortheal Hunters

Saying:
“…is from Redili”
Meaning:
The subject is often fought over, or the subject of attention. Another way of saying popular,
referencing the Ocan city of Redili.

Saying:
“Do not harvest alone”
Meaning:
Don’t be alone, essentially. Often used as an expression akin to “find a date.”

Saying:
“Don’t confuse the nose for the fins”
Meaning:
Don’t forget the real threat. References the dangerous Porfians and their razor sharp fins.

Saying:
“…should visit Ocan”
Meaning:
36
The subject causes a lot of drama, and they are similar to the factions in Ocan

37
Section 7: Government and Politics

7.1: Political Structure

This section will be focusing on the Dominion, the faction that encompasses Lower Ewish.
They are an egalitarian republic that operates under three Dominori that act as the heads of the
government. The Dominori each control a third of the total territory of the Dominion. They are
voted into their offices by the people in a bracket style elimination. When a Dominori’s 15-year
term is up (they can only rule once), each town will vote on who among them they think deserves
to have a chance to rule (whether they want to or not). From there, town nominees go head-to-
head, speaking as to why they are the better choice for office until there is only one remaining.
That one is sworn into office, and all those nominated below them become the heads of their
respective towns or cities or wherever they were from.
The three Dominori have “equal” control of the Dominion. Equal is a relative term, as it is
a well-established fact that the Dominori that controls Egria has the most control of the
Dominion. Regardless, each major decision must be agreed upon by two of three of the Dominori.
There is a significant number of past issues regarding one of the Dominori being continuously
overruled and conflicts brewing because of this.

38
7.2: Infrastructure

Each time a new Dominori is elected (every 5 years on a cycle, so that one Dominori leaves
after their 15-year term when the one who has been in power for second longest has had 10
years, and the most recent has had 5), each village, town, and city has a change of leadership,
the same goes for heads of regions/counties. Whenever someone in the race for a Dominori
position loses, they go on to lead their section at whatever level they have lost. The court system
is relatively simple, the leader of that section is the judge and decides the verdict based on
evidence presented by the prosecution and defense.
Each of the Dominori balances the others. Should two members think that one is out of
line, they have the power to revoke their power. In addition, each controls a third of the military,
which is supposed to be a deterrent (whether it works or not is another story). The Dominori
each take taxes from their respective domains, and then contribute a portion of that towards the
Dominion as a whole. They offer protection and security to their citizens, along with the glory of
being a member of the true leaders of Ewish.

39
7.3: Law and Justice

The law is upheld very fiercely in the Dominion. No one is above it, and no one can escape
it. The severity of the punishment depends on the crime, with minimum punishment is prison
time, while maximum is death or worse…exile from the Dominion. Saying the phrase “Upper
Ewish” is punishable by death for treason, as is any nay saying against any wars being waged.
Free speech is limited when criticizing the government, and leaving the Dominion is considered
treason. Laws are all controlled by the Dominori, revoking and creating is all up to them.
Punishments and sentences from lower courts can be appealed all the way up to the Dominori,
however the likelihood of that happening is low, as the Dominori rarely take more than 5 or 6
public cases a year.
The Domini are also a part of the system. Citizens are expected to report the crimes of
their neighbors, friends, and even family. A very Orwellian style of society. If you fail to report a
crime, that in itself is seen as an equally egregious crime, and you are seen as an accomplice. You
are also convicted of treason, because you thought of yourself before the state. Everything is done
for the good of the state, and going against that is treason.

40
7.4: Foreign Relations

Foreigners are welcome to visit Egria, however seeing them anywhere else is relatively
uncommon. Egria is the jewel of the Dominion, so they like to show that off as much as possible.
It is common for Ayix natives to venture to the city for vacation, and with their technological
alliance it is very safe and profitable. Citizens of Ayix see The Dominion as an angry younger
sibling, that isn’t quite as smart or emotionally stable as they are. With the Dominion’s extreme
rules and regulations seen as unfair or cruel by the relatively free cities of Ayix, it makes sense
that they’d only ever want to travel to the Dominion for vacation. The Dominion is on good terms
with Ocan, though they rarely have reason to interact with one another. Ocan largely admire the
stability of The Dominion, though they don’t quite comprehend how they can be so ambivalent
towards the fate of their family members.
Upper Ewish is another story. The Dominion considers that their sovereign territory. Any
who inhabit the continent are trespassing and should be killed. It is the dream of every Dominori
to be the one to reclaim “The Northern Dominion,” but none have been able to do it yet.
Northerners are met with hostility unless they claim to want to join the Dominion. Upper Ewish
thinks just as low of the Dominion. The Northerners see the Dominion as southern invaders that
want to see them exterminated. Therefore, there is an evident tension between the two.
While most other nations are welcome to visit The Dominion, Domini are not allowed to
leave the Dominion’s territory, especially to visit Ayix. The Dominori decided long ago that they
couldn’t allow an emigration of citizens to Ayix, which they thought would happen if the Domini
saw how different the citizens of Ayix lived.

41
7.5: Military & Warfare

While not large in galactic terms, the Dominion has the largest standing army of any
Belvian Nation. Their technological alliance with the tree regions of Ayix has led to their army
being well outfitted with relatively new tech. Though Ayix refuses to give them too many
spacecraft (for fear of them bombing Upper Ewish out of existence), the land weaponry that they
have is more than enough to keep them competitive with their northern neighbors. Ayix has
viewed their alliance as more of a way to control and rein in The Dominion more than anything.
Ayix isn’t getting particularly much from the deal, the food that they import from the Dominion
could be gained via their extraplanetary allies, but the control that they get over the Dominion
makes it worth the trouble to them. Preventing them from wiping out the residence of Upper
Ewish is a worthy enough cause to justify the loss of profit from the deal.
Upper and Lower Ewish are essentially in endless conflict, trying to regain their “lost”
land. The Dominion desperately want to control the entirety of both continents and push north at
every opportunity. A significant land invasion is made every few years or so. It rarely works due
to the mountain range that blocks their way and Upper Ewish’s naval superiority, but the
attempt is made.

42
7.6: Technological Development

The Dominion has fallen behind technologically. Constant war and an extreme belief that
they are already superior to their enemies even without being that technologically advanced has
given them a superiority complex that isn’t actually backed up by anything but numbers. With
their relatively recent alliance with the three regions of Ayix they have been catching up, but
their space fleet is relatively small compared the other major galactic players, meaning they just
don’t make the cut. Their land military is fairly advanced thanks to Ayix. Ayix has been drip
feeding them technology while trying to make them less militaristic. It has yet to work, but they
continue to try. They have automatic crop harvesting, saltwater purifiers, and advanced cities.
They have been working on making their own spacecraft, so they don’t need to rely so heavily on
Ayix, but it is a recent project. Ayix at this point has begun to implement spies in their space
race project, to not only prevent their increased military strength, but also keep them dependent
on the alliance.

43
7.7: Trade & Economics

The food industry is large in the Dominion, as they are the most populous on the planet.
The fields outside of Egria are the most fertile on the entire planet, and the fishing along the
coasts also helps make them a populous powerhouse. Food is a valuable commodity on a planet
where crops can’t be grown on over half of the land, so they use this fact to trade with almost all
the other nations (save Upper Ewish, for obvious reasons). They largely dictate the prices of
crops because of this and have been known to hike the price in times of trouble. They also have
the mountain mines to the north by Egria (though they are dangerous due to their proximity to
Upper Ewish) which also help bolster their trade.
Ayix is their biggest trade partner. They need food to compensate for their lack of land,
and in return they send tech to the Dominion. Never enough to rival their own, but enough to
keep them satisfied. The Dominion’s economy fluctuates greatly, as in the winter the price of
food skyrockets. As long as they stock up, they are the go-to for emergency supplies, so they do
well.

44
7.8: Stability

The Dominion is relatively stable. With random citizens taking control every 5 years and
the government constantly changing, it is in a constant state of flux. That being said…internally
citizens don’t see that. The propaganda machine churns out enough positive press to make the
government seem stable enough. Occasionally a newspaper will go too far outside of the lines and
be labeled as seditious, but other than that it is well received. Many citizens state that they
enjoy the fact that they could be chosen to become the next ruler, as it is done based on merit.
More cynical ones say that it isn’t merit based, and instead just a popularity contest. Those
cynical ones are often put in prison shortly after saying that though, so they can’t be good
people…can they?
From an outside perspective, it also seems like a relatively sound structure. The Dominori
are always good at keeping up appearances, and largely don’t show the fact that the government
is a house of cards ready to crumble. Rarely do Dominori work well together, and often the three
of them fight and try and oust each other from power. Combine that with the fact that every new
Dominori wants to take over Upper Ewish and resume control of “The Northern Dominion” and
you have a recipe for overreaching and biting off more than you can chew.

45
Section 8: Magic, Advanced Tech, and Superpowers

8.1: Overview

The tech of the Crowned Veil is relatively straight forward science fiction. Space craft,
plasma/laser/rail weapons, inertial dampeners, energy shields, etc. The most notable exception
being the classic hyperdrive/warp core does not exist. Instead, faster-than-light travel is called
Field Hopping. For the past hundred or so years spacers have discovered that they can enter the
Fields of Silence, find an exit, and come out another place in the galaxy in an exponentially
faster time than it would take to fly to that location in the Veil. This is usually done by larger
crafts or in groups of smaller ones for protection.
Some modern large craft (usually large enough to carry at least 500 crew members) have
been outfitted with a new type of engine that allows for holes to be torn between the Veil and the
Fields at the location of the engine. This eliminates the risk of going to one of the natural tears,
which are often dangerous due to the amount of people that use them. This is a brand-new tech
though, so not very many people have access to it, and the consequences to using it are relatively
unknown.
As for magic, the celestials that inhabit the Fields of Silence, possess a form of reality
manipulation that they can grant to whomever they want to. These powers range from
pyrokinesis to teleportation to chronal manipulation. To be given these powers, the celestials
must think that you may help them in some way, and you have to find them inside of the Fields.
The celestials don’t take just anyone, most die in the process of attempting to get these powers.
Captain Garrigus of the Executioner was the first to receive powers and the entire rest of his
5,000-person crew died.
In addition to the fact that they are difficult to acquire, the more that they are used, the
more control of your body the celestial gets. See, they aren’t really powering in your control. The
celestials attach to you symbiotically, and when you see fit (or they do) they use the power they
have control over. Celestials are incorporeal and more importantly stuck in the Fields of Silence,
unable to escape into the Veil. Most celestials have a goal of some sort before attaching to a
person and will attempt to take more control as they progressively get closer to the person. They
wear down the host’s will until they are able to take full control of their body. The more the
celestial’s gifts are used, the more comfortable the celestial gets in the host’s body, and the
sooner the celestial can take full control.

46
8.2: Origin

Each of the celestials have control over certain facets of the universe. The one that gifted
its powers to Captain Garrigus was good at special manipulation, so Garrigus was granted
teleportation. He was able to travel to any place he had a mental image of no matter its location
in space relative to him, at a moment’s notice by snapping his fingers. The celestials can
converse with the host as a voice in their head, not able to read deep thoughts of the host (unless
they are given more control), but able to communicate through shallow surface level thoughts.
The celestials give minor hints or such on how to use the powers, so that the user is not left
completely in the dark. They need to have a body to possess, so having the host stay alive is in
their best interests (until they’re ready to take over that is). That being said, they are not all
powerful. Garrigus met his end when he teleported to his ship after it (unknown to him at the
time) had been vaporized. He appeared in his captain’s chair and instantly died to space.
Celestials are also not all knowing, and the one that was with Garrigus ceased to exist as soon as
he died. Outside of the Fields, they cannot survive without a corporeal host.
Very few powered people have been let lose in the galaxy, so the extent of powers seen by
the majority of people is few and far between. Many don’t believe that powered individuals exist.

47
8.3: Mechanics

Powered individuals can use their powers as much as the celestial inside of them is willing
to. Celestials draw their power from the Fields and need to travel inside of it to recharge. So as
much power as the celestial is willing to use is how much the individual can cast. A powered
person will communicate what they wish to do to their celestial and will often have a physical
cue to trigger the event. Maybe a snap or another body motion. The celestial can, at any time,
refuse to cast or use the power they have. However as stated previously if the host dies so does
the celestial.

48
8.4: Consequences and Costs

A celestial gains power over a person by convincing them to give it more control. Allowing
access to deeper thoughts or giving more direct control of the host’s body. The more time spent in
a host, the more accustomed to the body the celestial gets. When a celestial takes control of the
host, they take full possession. The host gets resigned to the roll that the celestial had, able to
communicate and is incorporeal, a prisoner in their own head. The difference is that the celestial
is in full control of the power they possess, so the now control-less host can’t even shut off their
powers. The host is forced to watch through their own eyes whatever the celestial does.
Powered individuals, in control or not, have a major influence on the galaxy.
Celestials try to choose ambitious and power-hungry people to give their powers to, so that they
can acquire that power once the host is gone. So often these individuals have a lot to do with the
way that the galaxy shapes, changing factions, political situations, etc.

49
8.5: Access

Technically, anyone can be chosen to become powered. Celestials try to find those who
match with their goals. The fact that if you are not chosen, you die, tends to scare off many
people less ambitious. It isn’t quite that simple though. Most of the stable Tears are controlled by
one faction or another and getting through them without allegiance to that faction can be
troublesome. You could try to find one of the random Tears, but there is currently no easy way to
track their occurrences. Often, military groups will send in batches of volunteers to try and
become powered, with the promise that if they do receive a celestial, they will get military
support and power. All you really need to do to have a chance to find a celestial is to be able to
travel into the Fields, so anyone with a ship and with an accessible nearby tear can try.
The religious group The Chosen often send waves of members into the Fields on a
pilgrimage to try and get members to become powered.

50
Section 9: Religious and Spiritual Belief

9.1: Religious Organizations

In the galaxy at large, there are two major religions that dominate the galaxy. There are
hundreds more that inhabit different planets, factions, or other organizations, but these are the
two most popular.
The Disarray is a common, more “passive” religion. They believe that the Fields embody
complete chaos. They think that entering into it is concurrent to entering the void and embracing
death. They stay as far away from tears as they can, migrating systems if a new one opens near
them. They oppose travel in this way, and insist on “true journeys,” as opposed to the speed of
the Fields. They do not believe that powered people exist and believe them to be propaganda.
They have a more popular sect called the Purists that are a radical group of extremists. They will
send explosives into the tears with sacrifices, in hopes that they will close. Recently, with the
development of Tear Engines, they have been attacking any vessels that they can find with the
new tech installed.
The Chosen have a belief in powered individuals. They believe that celestials are gods,
gifting their powers to those deemed worthy. They make pilgrimages into the Fields in the hopes
that they are “worthy” to be chosen by a celestial. They worship those who are chosen in a cult of
personality style. There are two schools of thought when it comes to Chosen. One believes that
Captain Garrigus should be counted as the first Chosen and should become a symbol for the faith
(they call themselves Jahists). The other believes that because of the awful things that the
Captain did (after he lost control to the celestial, but they don’t know that), he should be
excluded from the faith (they call themselves Seracists).

51
9.2: Religious Beliefs

The Fields are the focus of most if not all religions. The Disarray fear it, while Chosen
worship it. Both believe that the Fields were responsible for the creation of the galaxy, but while
the Chosen believe that the Fields are a holy place (think a hole into heaven), the Disarray see it
as going further than people were ever supposed to. The Disarray also believes that when you die
you get absorbed into the void that is the Fields and get spat back out as a new creation of life,
while Chosen to believe that when you die you become a celestial.
Naturally with their conflicting beliefs, The Disarray and Chosen are often at odds. They
look down on each other in most cases, and in more extreme cases resort towards violence
towards each other. The Disarray’s goal is to close the tears, while the Chosen’s is to become
blessed by the gods…the same gods that reside inside of the tears.

52
9.3: Practices

The Disarray’s sacrifices and Chosen’s pilgrimages are the most important parts of their
practices. Chosen members must voyage into the Fields at least once every 5 years, which can be
expensive for those who are not spacers. Often, they pay for group transport and travel together.
These pilgrim ships spend 30 hours in the Fields before returning to the Veil. This is an
incredibly dangerous voyage, that has resulted in the destruction of the pilgrim ship multiple
times. The Chosen write this off by saying that they held sinners and non-believers onboard,
often blaming the other branch main branch…whichever one they are not.
The Disarray however focus more on sending things into the Fields without people
attached. They send in skiff ships with offerings to “the void,” in hopes that when they die, they
get a good rebirth. The Purists however send in explosives and sometimes people they consider to
be sinners (those who travel through the Fields) along with them. They hope to close the tears by
force.

53
9.4: Sects and Cults

The divide between the Jahists and the Seracists originates with their worship of Captain
Garrigus or not. Jahists believe that no matter the actions of a True Chosen (powered person),
they are still a True Chosen and deserve to be worshiped as such. Seracists believe that after the
genocide of Kordov, he should be removed from the pantheon of True Chosen. Each view each
other as traitors to the Chosen name, but they coexist relatively well all things considered.
The Disarray’s splinter group called the Purists, are more like a terrorist group than
anything. While Disarray members try to seal the tears by appeasing the void with offerings, the
Purists seek to close the tears with force. They often go into the Field research field (pun
intended) in order to attempt to find a way to close them with science.

54
9.5: Spiritualism

Most believe that the Fields were the origin of the galaxy, and many travels with it in
hopes that they gain additional understanding of the galaxy around them. Many believe in
reincarnation in some aspect, usually involving either being reborn in the Fields, or being
consumed by a tear and being shot out into the Veil again. A common funeral service is to have
your ashes blasted into an open tear, in hopes that it would speed up that process. This is
different from worshiping “the gods” of the Chosen, it is more acknowledging the creator, a non-
sentient one that is the Fields.

55
Section 10: History

10.2: Significant Historical Events

The Battle of Tear A3-F9-P4

Humans were not native to the Crowned Veil. They came from their home of Earth in
seven colony ships, looking to find new land to populate and thrive on. The Dream was the name
of the joint North American Colony Ship. At the time humans were brand new to the galaxy. Not
many people had met them, and even less cared to do so. Another species to covet more land,
resources, territory, they thought to themselves. The exception to this way of thinking was the
Dardothan Collective. Controlling most of the Enkade Region of the galaxy, they seek genetic or
cybernetic enhancement at any cost. They look to become more than mortal beings. To do so,
they study all different species in order to mesh different traits together. The inhabitance of the
Dream was welcomed to join the collective with open arms, and so they did.
Here, a human male would be born. Pale skinned, red haired, smaller in stature: Zachary
Garrigus. This name would come to be known throughout the galaxy, feared or revered while he
was alive, and reviled or worshiped after he died.
Garrigus had a fairly standard childhood for a human. He was born aboard the Dream and
lived there until he grew to adulthood. Aboard the colony ship he was schooled by the brightest
human teachers and recordings from their home world. He quickly was marked as a strategic
prodigy, defeating chess Grand Master Felix Ansell at the age of only 16. As a child and teen, he
was kind. He had a tendency to overestimate his own abilities, and occasionally be a touch
overzealous, but he was a caring and generous person. However as soon as he was challenged
strategically, or questioned, he flipped on a dime. In competition he was cold, calculating, exact.
He played to win and applied that mentality to anything competitive in life.
He graduated top of his class and was soon accepted into to the Dardothan Military
Academy (D.M.A) on Xanton, the capitol world of the faction. Here he learned military stratagem
and how to command a ship of his own. The D.M.A. primed him to fight the Ythiril
Confederation, an old enemy of the Dardothans. The Ythiril believed that what the Dardothans
did with cybernetic and genetic enhancement went against the natural laws of the universe.
They’d attacked the Dardothans repeatedly in attempts to stop or slow their progress towards
enhancement. So, when students would graduate the D.M.A. they were thrown right into the
fight, as was the fate of newly appointed Captain Garrigus of the dreadnaught class vessel, the
Executioner.
He fought a few battles on the edges of the Enkade region with the Ythiril as a member of
a fleet with relative success. He followed orders, did as he was told, and with competency
controlling his ship, he was instrumental to winning the days. He was getting comfortable in
command, his crew liked him, his superiors looked on him with the thought of promotion.
However, his luck would turn sour in his first independent battle. A light skirmish near the
Korvin Ring that he was forced to retreat from, a valuable ring world that he had to give up and

56
call for back up to hold. With his reinforcements he was able to, but the loss and need to call for
help infuriated him. Then he got the message that would change his, and the galaxy, forever.
A Tear had opened on the very border of Dardothan and Ythirilin territory. All available
vessels were to abandon their posts and secure it at any cost. Garrigus knew what an
opportunity it was, not just for the Collective, but for himself. The Dardothans only had one
stable tear, located close to Xanton. With a Tear so close to enemy territory, whoever secured it
could blitz straight through the border defenses of the other nation. Each side had their personal
Tears secured and guarded heavily, so you couldn’t rush down the capitol system easily, but
being able to transport ships from the capitol to the front line in an eighth of the time as it would
normally take…could be the end of the war. Not to mention the personal glory that’d come with
taking control of it, he’d be promoted for sure, possibly even to an admiral position. Best of all, it
wasn’t too far from Korvin, and he was already travelling in that direction. He was the closest
Dardothan craft to the Tear, the closest ship to glory.
So, the Executioner, already battle damaged from the loss at the Korvin Ring, made its
way to the Tear’s coordinates. He knew that there was a chance there’d be Ythirilin ships on the
way, if the Collective had found out, the Confederation couldn’t be far behind. He jettisoned
excess cargo and set engines to full, he had to get there first.
He did, but only barely.
Turns out the Confederation had sent out a fleet to retake the Korvin Ring. That fleet had
gotten the notification just the same as the Executioner’s crew, and they were almost there by
the time Captain Garrigus showed up. Just as the communications officer was sending the
message of “Tear secured,” the fleet showed up on the Captain’s radar.
Garrigus was told to hold, the Dardothan fleet from Korvin would be there shortly, all he
had to do was delay the Ythirilin, prevent them from getting into a defensive position.
And so Garrigus had his choice, follow orders and defend against a fleet of ships, or retreat
and give the Ythirilin an advantage.
But he’d been challenged, he couldn’t back down. Maybe it was just because he’d lost the
battle at Korvin, maybe he just felt particularly stubborn that day. Whatever the reason, he
followed orders. One dreadnaught versus a fleet.
To his credit, Captain Garrigus made them work for it. He fought dirty, tooth and nail he
made the enemy work for that territory. From baiting a squadron of fighters in close so he could
take them out with a well-placed imploding missile, to cutting power to the engines entirely to
redirect it to the forward shields, even taking down a dreadnaught with a remote-controlled
fighter filled with explosives.
But in the end, it was useless. His vessel had sustained heavy damage, and his backup
still wasn’t on his scanners. He had to retreat, but he needed to be sure he wasn’t followed. In a
desperate move, he turned his ship to enter the Tear. His officers called him insane, going into a
Tear was dangerous enough for a fully equipped ship in tip top shape, in this condition there was
no way they’d survive. But Garrigus held firm, “We’re dead either way, we can’t outrun their
fighters.” And so the deal was sealed. The Ythirilin fleet watched in amazement as a burning,
crippled ship traveled into the Fields of Silence.
The Executioner careened towards one of the floating islands, Captain Garrigus knew it
was too late. The bridge was engulfed in flames, save for nest where he stood. Even with the
reduced gravity in the Fields of Silence, his ship was going down hard. He had already used the
57
life pods as pseudo-flares earlier to confuse an incoming missile strike. It’d worked…well
partially. Just as they’d entered the Tear to the Fields, one confirmation missile had struck them
on the port side. Most of the helmsmen had been blown out into space without time to react,
those that hadn’t were caught in the secondary explosive that was in the payload. A cruel device,
it burrowed into ships and waited for their sealing protocols to close the hole made by the
missile, then detonated in a slow burning fireball.
The captain didn’t want to die, especially not in this awful place. The Fields of Silence
were a terrible place, he hated using it to travel normally. But now, sailing downwards towards a
floating purple island, he just wanted a second chance. He wanted so badly to get revenge, on
everyone. The Confederation he fought, that had taken down his ship, the drafters from his the
Dardothan Collective for bringing him into this abhorrent war, his parents for letting him go.
He’d remembered his father teaching him to pray when he was younger, a stupid old sentiment
he’d thought at the time. The only gods out there are those that head the corporations, he’d
thought. But lacking any options, and with little else to do, he conducted a little prayer. “Please,
give me a chance,” he thought to himself, “Anyone.”
“I thought you’d never ask,” said a cruel, metallic, hoarse voice inside of his head.

The Binding of Captain Garrigus

He had to be hearing things. He had asked as a way to make himself feel better, he didn’t
expect an actual answer. Who would be answering him? And who could answer him in here?
“What…who are you?” the Captain stuttered at nothing. He looked around him frantically,
as his ship continued to head towards the floating island.
“I am your only chance at survival,” that same awful voice rasped, “Let me in, and I can
keep you alive.”
The Captain stood still for a moment. He must’ve been hit in the head when they’d been
hit by the confirmation missile. Then he saw it. He thought it was a reflection in front glass at
first, but then he realized it wasn’t touching the glass. The vaporous form of a humanoid walking
towards him. Its movements were smooth, as if it were skating across ice. It passed through
consoles and his dead helmsmen as if they were nothing at all.
“I can save you, Captain. Let me in, and I can keep you alive.” The gaseous humanoid
spoke to him through unmoving lips. The face never changed, yet somehow Garrigus felt it
looked like…him.
“You don’t have much time, Zachary. It’s now or never.” What choice did he have? He had
no idea what this thing was, and didn’t know what “letting him in” meant, but if there was a
chance he’d survive? He had to take it didn’t he?
“I…accept your help.”
The Captain could have sworn that for a moment, just a moment, the gaseous figure in
front of him smiled. It was in that moment that he felt a deep uneasiness, more so than he’d ever
felt before, even than the idea of crashing to his death moments before.
“Then we can begin. This is going to be fun.”

58
The Devastation of Raesh Thorin

After the Captain bound himself to the Celestial, it granted him it’s spatial manipulation
abilities. The power to change his exact position in space at will. He could teleport, and so he did.
As the Executioner crashed into the floating island it was headed towards in the Fields of
Silence, the Captain teleported directly back to Xanton. Amazed at what he’d just done, and with
a thousand questions to ask his new partner, he spent the next few days asking it questions. The
Celestial insisted on being referred to as “It,” and told him explicitly that they were partners.
The Captain takes It across the galaxy exploring, and in trade It gives him powers beyond his
wildest dreams. It explained that he bound to Garrigus because he saw true good in him, a desire
to do what he thought was right. It also explained that he would leave whenever Garrigus
wanted him to, at his command It would return to the Fields.
Unbeknownst to the Captain, everything that It said was a lie. It would give the Captain
Powers, but only because each time he used them It gained more control over his mind. It bound
itself to the Captain because it saw someone driven by his own ambition in an unhealthy and
manipulatable way. It would never be leaving, even if the Captain wanted him to. And most
importantly, It was not the Captain’s partner. It was the Captain’s parasite.
But Garrigus believed It. Maybe it was because he wanted to believe in it. Maybe it was
because he just wanted the power that It came with. Maybe he thought he could control It, even
if It was trying to control him. Whatever his reasoning, he did what It asked, even when It said
not to tell the rest of the world about their pairing.
“Tell them that you can gain immense power over the universe if you enter the Fields and
are worthy.”
As uncomfortable as the statement made him feel to say, that’s what he told his superiors
when he revealed his powers to them. They believed him, wholeheartedly, the fools. They began
sending transports full of people into the Fields to try and get more powered people. But for the
moment, they had to make do with the one.
They put the Captain through a rigorous series of tests, checking his spatial manipulating
abilities. He was able to teleport over fast distances, even planet to planet. Never solar system to
solar system though, and after a long teleport (or jump, as he liked to call it) he was often very
tired. It also needed a recharge after a jump that long. He’d request that Garrigus make his way
to the Fields. Little did Garrigus know that the more he listened to the requests of his parasite,
the more under its influence he’d become.
Then came the time for a demonstration. The higher ups of the Dardothan enhancement
division wanted to show the galaxy what they’d done, what the Captain had become. Their goal
was to get other groups to become members of the Collective, and make deals with those who
wouldn’t join, to enhance some of their members…for a price of course. So, they put together an
expo, and invited all the major galactic factions. Anyone could come marvel at the amazing work
that they’d been doing. Their capstone and piece de resistance, Captain Garrigus.
The day of the expo came, and the Captain did his thing on stage. Did exactly what he was
told, acted and said whatever the P.R. people had told him to, and it was a resounding success.
Nearly every faction there wanted super powered soldiers like the Captain, and the Dardothans
said “Just wait.” They built up a hype, not saying how they did it, but just saying that it was a

59
hard and laborious task. They sold preorders to the highest bidder, not guaranteeing power or
personage, just a voucher for one future powered soldier.
However not everyone in the galaxy was particularly happy with this development. The
Ythiril were outraged at the expo, and more importantly with the Captain’s powered display. The
higher ups in the Confederation demanded a response, so respond they did.
A direct attack was planned. Travel through the Fields directly to Xanton with a large
enough fleet to overwhelm the defenses, destroy a few of the orbital science stations, and leave
before losing too many ships. They wanted to scare the Dardothans into stopping, or at least
slowing down their project. Ships were ordered to only attack scientific emplacements and
military ships. They wanted to outrage the Dardothans, not the entire galaxy.
The Dardothans were certainly outraged. The raid caused nearly seventy trillion credits
worth of damage. Three orbital research stations destroyed, the entire Tear Guard decimated,
thousands of deaths, and to top it off, a civilian transport had been caught in the crossfire as
well. The Dardothans were furious. They ordered an immediate strike on the Ythiril with every
ship they had. They called on their alliances and brought out all their biggest guns. They wanted
to wipe the Ythiril off the map.
Captain Garrigus was furious. An attack on his home, where he had been schooled and the
nation he served. He wanted to jump directly into command again and join the fight. But then he
had an idea, or more importantly…It had an idea.
“What if we cut off the head? Go in, plant a bomb, and get out before they even know?”
It wanted to fly a ship directly through the Fields to the Tear outside of the Capitol system
of the Ythiril, fly as fast as they could towards the capitol planet of Raesh Thorin. As soon as
they get into teleporting range, jump to the planet, plant and activate one of the Dardothan’s
Cataclysm bombs, then teleport back out.
Now the Captain would never have gone with this plan. The Cataclysm bomb was
galactically outlawed, as it was an antimatter device. The Dardothans weren’t allowed to have
them, and if they were caught with one, they would essentially be inviting every faction in the
galaxy to attack them. On top of that, it had never been tested. It was theorized to possibly be
able to destroy a tectonic plate if placed right. So, he refused, he told It that it had crossed a line,
he was not a genocidal maniac.
“Yes, you are, or at least…we are.”
With that, the Captain was pushed out of his own mind. It took full control of his body and
forced him to be nothing but a silent spectator. He watched in horror as It did exactly what it
had said it would. It found a crew of equally angry Dardothans and didn’t tell them what the
actual plan was. No matter how angry these people were, the Cataclysm bomb was too extreme.
It told the Captain’s former superiors that he was just joining the fight and took off for Raesh
Thorin.
The crew of It’s new ship, the Annihilation, exited the Tear at just the right time. The
Ythiril had bet that the Dardothan’s would assume that they would be protecting their Tear so
that they couldn’t raid in the same way that they just had. They were right, the Dardothan’s
engaged them in a large-scale battle on the boarder of their territory, the largest battle between
the two groups that had ever been recorded. Because of this, the Tear was relatively unguarded.
All the frigates and dreadnaughts were at the front line. So, when the Annihilation came out of
the Tear to find a few fighters, it was overjoyed. It destroyed the fighters and told the crew to
60
make haste to Raesh Thorin. However, unknown to It, the fighters had set out a distress call
that would be answered shortly.
As the Annihilation made its way to Raesh Thorin, they took down any ships they could
find. Civilian or military, didn’t matter. Every ship or space station on the way to the Capitol
would be destroyed. When they finally got close enough to jump to the planet, It told it’s crew
that it would be stepping out for a bit, but to continue to wreak havoc on any ships they came
across. It went to the hold, where the Cataclysm bomb was stored, and jumped directly to Raesh
Thorin’s capitol. It had done some research beforehand and teleported directly into an abandoned
Dardothan spy safehouse. Here, It spent the next hour or so arming the bomb, which it’d had to
disassemble to sneak on to the ship and be able to bring it down in one jump.
In the meantime, that distress call was answered by an Ythiril reserve armada. Ten
dreadnaughts chased down and surrounded the Annihilation. Though the crew fought
ferociously, the ship was destroyed when a shot connected with the bridge and vaporized it.
With the bomb finally active, It gathered it’s things. The Captain, stuck inside of his own
head, could do nothing but watch in horror. It checked where his ship was according to it’s
navigation beacon (which was still active due to reserve power), set the timer for the bomb, and
recorded it’s message…one that it would broadcast to the galaxy.

Citizens. Slaves. You are all beneath me. I am a god, and I demand you bow before me. If you do
not, you will end up like this horrid world. My brethren will come from beyond the Veil to destroy
you if you do not comply. I am but a messenger, a taste of what is to come if you do not bow
down.

With It’s message recorded, it teleported directly back to his ship…or what he thought
would be his ship. See Celestials are very powerful, and very smart…but not omniscient.
Teleporting back to the Annihilation instantly killed Captain Garrigus’ body, including both of
its consciousness. Captain Garrigus never got the chance to laugh at It, as he died as soon as his
body did. The self-proclaimed god had spaced itself accidently.
Unfortunately, this didn’t stop the Cataclysm bomb from going off. When the timer
reached zero, the scientists who’d made it realized that they’d been very wrong in estimating the
bomb’s capabilities. The detonation didn’t destroy a tectonic plate, it destroyed all of them. The
planet cracked into many, many pieces and exploded outward. Every lifeform on it was instantly
killed. Pieces of the planet drifted away from it in all directions. The two moons that orbited the
former planet shot off in the directions that they had been going in. One of them crashed directly
into another populated planet and caused the deaths of billions more people. And with that, the
story of Captain Garrigus ended.

The Arms Race

After the devastation of Raesh Thorin, the galaxy turned on the Dardothans. A coalition
invasion fleet was assembled just outside of their territory, demanding entrance. The
Dardothans had no choice to comply, they weren’t going to be able to take on the entire galaxy.
They were forced to demilitarize and pull out of all Ythirilin territories. They signed a peace
61
treaty with the Ythiril and were forced to hand over any and all antimatter devices that they
were still in possession of, along with all research in that field. Additionally, they were forced to
give up all information they had regarding powered individuals. While the Dardothans fought
this demand most, they had to concede. They handed over all their research on Captain
Garrigus, and his recounting of how he was granted the powers by the Fields of Silence.
The Dardothan Collective collapsed inwards after that. Splitting into five factions all
vying for more control of the Enkade region. They all still focused on humanoid evolution and
advancement, but they worked independently from each other.
With the secrets to powered individuals starting to become public, and their power
evident, each faction began funding expeditions into the Fields of Silence. The fear that a rival
faction would be able to do exactly what Captain Garrigus did to the Ythiril was the driving
voice. The Captain’s (technically It’s) message echoed in the minds of all galactic citizens.
“What if that were to happen to us? Who could stop it? What if the wrong person got
powers again?” was the question everyone was asking.
With people entering the Fields en mass, someone was bound to become powered at some
point. And everyone wanted it to be someone on their side.
Unfortunately, no one ever found out about what was really happening inside of Captain
Garrigus’ head. All those people rushing into the Fields had no idea what they were signing up
for. They all just thought that people were becoming worse, someone’s moral compass was so
messed up that they destroyed an entire planet. They had no idea that he was being controlled.
And they had no idea that was the fate awaiting many of them.

62

You might also like