Chronicles of The Omniverse Archived Enchanted Star (Jaddoobaa/The Jaddoobaa Pocket)

Geck0

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SENTIENT LIFE
Below is listed the sentient life within the universe of Enchanted Star. Included is their appearance, physiology, and cultures.

HUMAN
Humans are simultaneously the most naturally curious and social race, and also the most aggressive. Their home world is Aer, a shattered wasteland rife with devastating seismic activity and super-storms that could obliterate even the most steadfast structures. The only sanctuaries amongA this wasteland is underground in colossal caverns filled with deadly predators, and to compensate, humans have become one of the most adaptable and dangerous among the races via sheer unrivaled ingenuity - their most valuable trait being their unique psychology and adaption to taming other animals. After their stint into space over 1000 years ago, they discovered the Sli'f. After forming an alliance with the Sli'f, the humans developed the first of their mighty space-borne cities. Human technology consists primarily of analog devices that use Solt and it's derivatives as a power source and rarely more than that.

Humans have only a small degree of sexual dimorphism, with males typically being larger than females; however females being larger than males is not uncommon.

Humans founded one of the two most gigantic factions within Enchanted Star, a blend of military and cultural exchange, in which the highest respect is granted to athleticism and fighting prowess. The mega-faction known as The United Protectorate.

SLI'F
The Sli'f are a strange species, amorphous and hardy, they're a species characterized by their ability to survive in almost any environment. Their bodies are composed of billions of identical fibers, each of which has synaptic potential, muscular traits, and can undergo osmosis for consumption. Being silicon based, their primary diet consists of rocks, which they digest with powerful enzymes. Upon death, their cells petrify almost instantly, rendering them hard to kill from almost any method outside of electricity. Sli'f control over magic is limited compared to the other races due to their body structure. While the others have bundled nerves to enable manipulation of Potency, when Sli'f attempt this it often becomes "blurry" due to their wholly nervous bodies, diluting the effect and power of most spells.

They are native to an asteroid field in the star system closest to Aer and where originally a small, primitive creature referred to as a space oyster. A mad researcher uplifted several of their kind, and those eventually divided into the thriving race we know today. Even in death, Sli'f have been known to thrive. Known as Watu, a fully petrified Sli'f may be brought back by exposure to Solt, rendering them immobile but now with greater control over their nerves; granting them drastically enhanced magical potential. As they have not evolved on their own, Sli'f do not utilize a unique brand of technology, unlike the other races. Most commonly, Sli'f can be seen taking administrative and body guard positions in human society, but they are not unheard of among other aliens.

Since the Sli'f were uplifted by and fill an integral role in human society, the majority of their population is aligned with The United Protectorate.

COETI
Coeti are a piscine species resembling an eel with a head similar to a horse skull. They have four arms and long, serpentine tails lined with small lighter-than-air bladders. A pair of their arms is larger than the other and covered in a tough bony exoskeleton, though they tend to be somewhat brittle. The other pair of arms is much longer and softer, and the hands are more dexterous. Coeti are capable of "swimming" through air indefinitely, and never have to land due to natural buoyancy even in thin atmospheres, and they have organs lining their body that can intake and release gas at high speeds, sufficient to propel them without any movement. A bizarre trait, is despite being native to an atmosphere, they can only breathe nitrogen-rich ammonia in a liquid state, and will suffocate without a steady supply of nitrogen. A pair of pseudo-lungs rests either side of their head underneath chitinous plating to accommodate this.

Coeti have obvious sexual dimorphism, with females being significantly larger than males and "laying" eggs inside a tinted orange transparent capsule in their own abdomen which can be seen into and out of. Upon hatching, the young remain inside the protective casing for some time, with nutrients fed into the capsule by the mother.

Developing on a world where conditions prevented flame, their magic instead turned to manipulation of biological material; thus all of their "technology" and magical research is almost exclusively biological in nature. Everything from their lights to their transportation and even Magius Motors are grown rather than built. The Coeti home world is strange, effectively a bubble of air only a little larger than Aer, filled with porous islands of various size.

The majority of the Coeti populace is aligned with the United Protectorate, typically filling the air support role.


TROG
Originally considered the most primitive species and barely sentient, Trogs have proven a shocking aptitude for salvage, and these stocky, immensely dense beings have become well known for their close to unrivaled workmanship and fearless demeanor. Trogs are exceedingly durable, heavily-built, and strong for their somewhat small size, having by a strong margin the greatest mass:volume ratio of the eight races.

Heavily armored across their entire body, trogs have six short, strong limbs each terminating in eight thick fingers that can crush rock under their force. The front-most limbs are a degree longer than the others and are capable of devastating punches strong enough to tear through metal. A short neck leads to a small head almost entirely made up of an oversized lower jaw made almost completely out of bone. Their heads have no eyes, ears, or noses and "taste" the air rather than smell it. Inside skull is the frontal lobe of their brain, but their vital brain regions are located in the core of their heavily armored torso.

In spite of their brutish appearance, Trogs are incredibly intelligent and inquisitive, and are famous for a time when a young trog completely disassembled and upgraded a broken ship and used it to travel several miles before crashing it shortly after. Most impressive is that they had absolutely no education in machinery.

In spite of their intellect, Trogs are poorly adapted for communication, able to only speak in short grunts and simple words. Their only active senses are a fusion of taste/smell, and an incredibly astute sense of touch and vibration. Their native body language involved release of various pheromones which can be interpreted by other races with training.

Though they typically stay in tiny family units, many of these have joined The United Protectorate as guards and manual labor.


CHORDA
Chorda are a race of large avians, resembling an owl on their upper body, fading into a more feline lower body. Their immense size belies surprising agility, but their most famous feature is their extremely focused senses. Few details get past these shrewd creatures.

LEPPI
A diminutive race of fluffy semi-humanoids, resembling moths but living a life typically underwater, Leppi are almost always pacifistic and timid people, but some have been less timid and make for good artisans.

ZHIS
A bizarre and commonly considered "hideous" species, the zhis nevertheless usually live in isolated family communities, though they are incredibly industrious and often have successful mining and factory populations.

NAEA
Sentient flora, similar in many ways to the Sli'f but noticeably more durable but ironically less survivable in harsh environments.
 
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Magic is integral to the way of life within the Jaddoobaa Pocket, and those within this vast region of space have learned to use it with such proficiency that it's function is analogous to space-age technology, and has in fact allowed the eight sentient races that inhabit this region to transport themselves across the unforgiving vacuum of space as if it were a mere ocean to be sailed.

All of this magic is possible by two things: Mana, and Solt. Mana flows through the entire region, invisible to the naked eye, but appearing as a faint blue wispy cloud to any who can perceive it - forming a web through the entirety of the Jaddoobaa pocket and beginning to reach out into the wider cosmos. All of the magic in Jaddoobaa requires this special blend of mana to function, thus it is rather fortuitous that it is fairly abundant. Though mana is in all things, all animals have a soul, which has more mana stored inside. The soul itself is a thin vessel, and is not properly understood even now. The mana within is known to be a form of life force, and a lowering of this can cause an animal to become weak and sick, and should it be lowered enough, zombified. (A zombified individual will seek out other people and animals and attempt to take mana by consuming them - keeping the zombie alive longer while turning the victim into a zombie as well.)

Solt is a magical crystal that forms naturally seemingly out of nothing, and has been observed to grow in a vacuum with no materials nearby, and seems to be a fractal in that no matter how closely one observes it still seems to be composed of smaller and smaller crystals. Solt has a unique property of being one of very few known materials that have a function similar to a soul, and can store relatively large amounts of mana within and are thus used as a renewable fuel source; since Solt can be recharged if left near a supply of mana. Even more vitally, perhaps, is that Solt is mandatory for spell casting. A creature or plant capable of willful action can channel their will through a piece of Solt as a focus/catalyst for their power. Though referred to as spells, magic functions by will alone. If one intended to conjure a ball of yarn they could, though "spells" are known to refine this immeasurably, by helping further to focus the will of a user. Outside of spells, channeling will through Solt is dangerous, irresponsible, costly, and will almost always result in an unintended effect.

Spells are memetic devices in the form of words, which when recited gift it's speaker a moment of clarity that allows them to cast the exact spell they desired. Spells can also be channeled into runes and glyphs made by mixing dusted Solt into paint. When mana is channeled through a rune or glyph it has the same effect as casting a spell, minus the almost always tricky incantation.

Almost any desired effect is possible with magic, though the magnitude of this spell is entirely confined to certain rules and limits. Firstly, the greater the magnitude of a spell, the greater the mana cost. Some effects are also much more costly for mana, and others will likely only result in a superficial effect. For example, though time travel is possible, one would only be able to travel back in seconds unless they had impossibly vast stores of mana. While one may have the image of a dead loved one in mind...an attempt at resurrection would likely cost dearly, and only grant a fleeting image, or a lifeless husk that looks like them.
 
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BINDING RITUALS
A binding ritual is the act of binding one's mana to an object or creature. The three primary uses of this are as follows:

Familiarization:
This is the process of making a Familiar. A familiar is a semi-sapient animal or previously inanimate object implanted with a fragment of an individual's soul then developed over time. It will have a personality similar based off a character trait of it's master, and the two can communicate telepathically thanks to their bond. A familiar can hold much more mana than a non-familiar, can speak, and can move itself even if it could not previously. Familiars also help with casting spells and make complex magic much easier. Common familiars are household pets such as cats and birds, or basic large objects such as tomes or scrolls or bags. A familiar is itself capable of casting the same magic as it's master independently of them.

Hyadning:
The process of elevating an individual's power
to a far greater extent and thus making them a Hyadn. Hyadn are almost always more powerful than normal individuals both physically and mentally, as well as magically. The extent of this power increase is usually to such an extent that the Hyadn is well beyond even the most powerful an ordinary person can be - some can lift several tonnes, run or fight for hours without tiring, run hundreds of meters in a handful of moments, and remain uninjured from blows that would incapacitate or kill a normal person. The process stretches mana reserves, physical ability, and ability to use magic.
Specifically there are four types of Hyadn; Dynamo, Virtuoso, Scrapper, and Rounder.
Dynamo: They have far greater mana reserves, resting at about 30x a normal person on average, as well as being physically superior to a normal person of their race and having an easier time casting spells.
Virtuoso: Gifted with prominent magical precision, Virtuosos can cast spells without using glyphs or ordinary casting, including high level magic and perform this almost instantly and with greater skill than any other. As well, they almost always have an uncanny ability to modify spells at whim. They can use magic simply by envisioning the spell in their minds. They also have enhanced physical attributes and a larger-than-normal mana reserve.
Scrapper: Blessed with significantly enhanced physical attributes all across the board, Scrappers have immense strength and can typically lift up to 20 or 30 times their own weight and move more quickly than almost any non-magical animal known. They also have enhanced durability and cell division as well as extended life-spans. Finally, they have a certain "mind over matter" ability that allows them to control their own metabolism and bodily functions. They also have boosted mana and ease of spellcasting.
Rounder: As their name suggests, Rounders are a middle point of the other three, with boosted bodies, mana, and spellcasting each to a significant degree, and only need to partially cast spells to have them function fully. They're also the most common type by a small margin.

Enchantment:
Similar to familiarization, enchantment uses a similar process but a significantly smaller amount of magic and takes a very shorter period of time, sometimes only seconds. Simply, an individual can apply effects to an object or living thing, such as increased durability, or flexibility, or making it lighter or heavier, or making it give off light. One can also animate objects that were previously inanimate, which takes a little longer, about ten seconds for the average person. This process brings the now animated object to an idle position, and further magic can allow commands to be made which the animated object will obey.

Armorium:

A spell to bind one's soul to a place rather than an object, this ritual allows the user to expand what would be a small space to a greater size, and following spells can create portals between the user's current location and their armorium. Most children learn this at about twelve to store personal belongings. An armorium is effectively a bottomless bag or box. On top of this, an armorium is usually accessible only to it's creator, which makes it fantastic for protecting against theft and for storing important belongings.
 
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SPELL CATALOGUE
The name says it all, this is a catalogue of spells. Note, these are not the only spells a person can have - and you by no means need to have them all or any of them. However a good number of them is taught at a young age.

ELEMENTAL SPELLS: Spells that use the elements of earth, fire, air, water, and ice.
Combustion: Creates a short range blast of flame. Extremely quick to cast but lacking in offensive power.
Immolate: Causes a target within arm's reach to ignite. Target will only remain on fire for as long as it would if ignited non magically - thus casting this on something non-flammable such as metal would do almost nothing.
Fireball: Projects a baseball-sized fireball which travels in a straight line. Holds decent concussive force and as hot as burning kerosene.

Flame: Simply generates a gently burning flame, variations can be any color the user wishes. Burns at about room temperature. Used primarily for lighting and decoration. Can burn for a very long time with minimal mana being used.
Bolt: Casts a simple bolt of lightning from the hands in a mostly straight line. About as strong as a taser. Range of about 20m/60ft.
Chain Lightning: Same power and range as bolt, but can hit multiple targets. Taught for self defense, effective for subduing multiple attackers.
Ball Lightning: Not taught to civilians. A slow moving sphere of magic that targets very close sources of magic - namely people - and hits them with a powerful jolt of electricity. The sphere itself can fly until it hits something bigger than it and will pass anything else, and the electrical current is about three times greater than chain lightning and can hit the same target multiple times as it passes.
Freeze: The simplest ice spell, similar in function to combustion. Creates a region of intense cold that can put out fires or rapidly cool anything within. Akin to liquid nitrogen.
Icicle: Similar to fireball, projects a bluntly pointed shard of ice forward at high speed.

Gust: Creates a strong gust of air with enough force to knock a child off their feet.

MODIFICATION SPELLS: Modifies the caster or their surroundings, or both.

Bubble: Creates a bubble of breathable fluid around the user or target. Humans and Coeti can both breathe in the same fluid. Pushes most fluids and gasses away, but not solids. Taught to all children when they're six.
Strength of the World: with this spell, the caster can take the strength of every given person in a twenty foot radius and as their strength to their own for a limited time.
Animation: The caster imbues a part of their mana into an inanimate object, gradually animating it over time.
Binding: Holds the target in place, making movement impossible without great strength.
Iron Flesh: Increases the user's durability by a significant amount and numbs pain. Cheap on mana to maintain but extremely expensive to repair.
Polymorph: The caster changes the shape of the target living thing, often themselves to that of another plant or animal. Very experienced casters can polymorph completely unique traits onto the target. With repeated casting the target can permanently take on these traits. Quite costly on mana. Often used to cosmetically alter a person, and there is a market for people having this spell used for positive effects.
Gold Tongue: Supernaturally boosts the charisma of the user or target, making them much more skilled in speechcraft. Very uncommon spell as it is not legal to be cast.
Silver Tongue: Allows the user to speak and understand languages they would otherwise not be able to.
Bronze Tongue: Allows the user to understand the meaning behind the sounds and actions of an animal, as well ass communicate with them.
 
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DEUS EX MACHINA
There exist in the Jaddoobaa region, beings of impossibly vast power, known as gods. Perhaps not "true" gods, but they are as close to the description as anything could be. Technically, they are clouds of mana gained sentience, caged within nigh-indestructible mechanical vessels the size of worlds and stars, gears and panels the size of continents constantly moving along their surface and great lights glowing out from their depths. Some are active, and are definitely intelligent - shaping the worlds around them through all manner of immensely powerful magic. Some vanish never to be seen again, others appear from nowhere. No two gods are the same, with clear distinction between the appearance of their divine vessels and behavior. So far eleven gods have appeared.

Janus: The largest god known, Janus first appeared nearby Aer, completely swallowing and replacing their smaller sun. It has not communicated with the human residents, however it does generate translocation portals of varying size around it's region which lead to seemingly random locations - including of note the homeworlds of the Coeti and the Zhis. The portals it creates close on occasion, leaving anyone on the other side stranded. It's body is made up of countless gears that vaguely resembles clockwork.

Chaac: Appeared in proximity to Quetza. It's first known act was to clear the horrendous atmosphere plaguing the planet, and since then has fired beams through the portals created by Janus to generate random storms across dozens of worlds. It also has not yet communicated with anybody. These storms have entirely random effects, from increasing magical power in it's field, to corrupting native life forms, to cutting off entire planets from the outside. It's body is covered in a roiling storm far too intense to even attempt to approach.

Athena: Instills prophetic visions into people seemingly at random - inspiring them to greatness. It has resided near Ostra for longer than the human presence. It is linked to the visions by an image of it's physical shell. Athena is the smallest so far, a little larger than Quetza. The outer body is transparent and looks like a swirling cloud of fog. with an intensely glowing core hidden within.

Jadd: This god is responsible for the existence of the Jaddoobaa pocket to begin with. The edges of the pocket from within take the form of a vast swirling cloud completely encasing the entire region and is only visible from relatively close up. Crackling with energy, the field once instantaneously destroyed any object that drew too close. However, the field has recently vanished. The same field was present on the surface of the Enchanted Star (Jaddoobaa itself) and had the similar effect on anything that approached the gas giant.
 
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LIFEFORMS OF AER
The worlds of Enchanted Star are host to a number of magical and non-magical animals and plants. None of them are sapient - but some are very close.

AER FAUNA

The animals and plants of Aer vary the greatest, as the planet has the most diverse range of biomes available to grow in. Among the animals on Aer exist bears, wolves, birds, cats, rodents, fish, cephalopods, boars, worms, snakes, lizards, etc.
It is also host to a large variety of non-magical plants, such as roses, oaks, willows, birch, etc.

The magical creatures of Aer are as follows:
Dragons: Huge four-legged reptiles with a pair of huge wings. They can breathe fire from their mouths and see incredible distances. They are also extraordinarily resistant to fire.

Wyverns: A sub-species of dragon, with two hind legs and two fore-legs which double as wings.

Gremlins: Diminutive furry creatures about the size of a raven with large eyes, long large ears like a fox, two legs and two arms, both tipped in clawed extremities which work like hands. They have long tails with a bush on the end and four horns emerging from their head. Two of these curl slightly while the other two are short and straight. They tend to be quite mischievous.

Whale-Krill:
As the name implies, this is a krill similar in size to a whale, some even bigger. Their transparent bodies help camouflage them as they fly through the sky. Their teeth, while hollow and brittle, kill prey easily by snapping and becoming jagged, the broken tips rattling about and cutting up any poor animal caught. The teeth grow back within a night, just as good as the original.

Great Bears:
These bears range in color and look exactly like any other bear. The one difference is that these bears are quite ancient and large, some having entire forests on their backs. They feed on Whale-Krill and can sometimes sleep for over hundreds of years after feeding.legend says that some even speak and use magic.

Wolf Leech:
Like the common leech, wolf leeches feed on the blood of it's host. The wolf leech is slightly larger than a regular leech, moving about using four thin legs with two claws on each end. They primarily feed on wolves, bears, and other predatory mammals.

Empiunt: Empient resemble wooden deer who’s fur is a sort of moss/fungus combination, antlers as strong as a redwood. It is rare to see them, their “green mana” a useful ingredient in a variety of potions.

Ilbiet:
These creatures, while extremely intelligent, are still wild animals. They are commonly referred to as skin stealers. These creatures have deer like bodies covered in flesh toned skin, almost human. They have necks like cranes with heads and aces like that of humans. Instead of hooves, these creatures walk on large sicle like blades at the end of their foreleg. They have evolved to look similar to humans and can stand on their hind legs and move their front legs about as freely as human arms. Some are even known to kill deer and other furred animals and wear their carcasses to look like fur clothes. They primarily hunt humans and, after devouring the organs and brain, will skin the fresh corpse and slip it over their bodies, forming a new layer of skin within a couple weeks. Many believe that beneath all the layers of skin, their skin is transparent and soft, their insides visible to all.

Halgrieth: This jellyfish like creature exists between planes of reality, reaching bot a physical and metaphysical State. It drifts in and out of naturally accruing mana portals, sometimes jumping a couple feet and other times jumping while continents. These creatures are also called blue phantoms. They range between the size of a hummingbird and a sunfish.

Shad Skin: This vampiric creature feeds off of the terror of its prey, fueled by the pheromones of the ones it terrifies. Weaker shad-skins roam in packs, resembling the multitude of eyes see in the night. The bigger, stronger ones hunt alone and can take on terrifying shapes that would make most men cry in fear. However, they are in fact completely harmless.

Credits to SnekySnoo.

AER FLORA
As with the Fauna, Aer has a diverse array of plants and fungi, many of which of non magical origin (almost all Earth plants also exist on Aer) but some also with magical properties. Of note are as follows:

Kukinoki Tree: A type of willow with wood that is lighter than air at maturity. It starts it's life with reasonably heavy material but once it properly anchors itself with roots it's wood begins to weigh less and less until it eventually strains against the ground with it's flexible branches pointing skyward. It's wood has a lovely shade to it with a unique spiral pattern to it's interior material thanks to it's peculiar irregular shape of branches and trunk that curves about. The wood is also porous and rots very quickly unless it is lacquered, which results in small pieces of plant matter frequently falling from the sky over forests as "felled" trees that ascended to the upper atmosphere sink back down after rotting. It gets heavier when it's hot such as when it's burning, otherwise it is light enough to shoot into the sky. It is used as a building material due to it's unique properties and also as a frame for backpacks to reduce their weight to almost zero. Despite it's light weight the wood from the Kukinoki Tree is very strong and can be worked to be very flexible.

Manaroot Shrub: A small bush that naturally grows in proximity to deposits of Solt. It's seeds teleport directly close to sources of magic. Once grown the leaves are light blue and glow faintly and it's bark is white as bone. The taproot of this plant grows incredibly thick and long and is a wonderful conduit for mana - hence it's name. This property has made it very common for staves and wands and in the making of even shields and weapons as they can actually increase the strength of spells cast through them.

Sanguine Cap: A very rare and dangerous mushroom with a crimson cap and black stalk that only grows in the darkest of caves. When it senses a source of magic it releases spores into the air which if breathed in will change the physiology of whatever breathed it in. Sli'f seem to be immune as they do not "breathe" like most animals, but all other known creatures will begin to crave fresh warm blood, their eyes (if any) will turn red or white, their teeth become very sharp and pointed (in the case of mammals, this applies only to their canines), almost all of their bodily functions will improve over the course of a week to levels beyond what is otherwise possible without magic including strength, speed, durability, regeneration, and sensory function; and their flesh will grow cold and intolerant to sunlight until travel in the day becomes near impossible. These creatures are then known as vampires and tend to become deranged or violent, and sociopathic or even psychopathic tendencies almost always emerge. The exception to this is that vampires seem to hold a natural affinity for one another and usually get along smoothly and form into societies with a loose structure usually with the "oldest" (earliest infected) being the leader. All known cases of vampires are captured for heavy mental evaluation by the authorities and if they are cleared they are placed on permanent parole to make sure they do not harm others. Vampirism can also spread from a vampire to a non vampire through a bite - but the process will take twice as long and ordinarily the victim dies. There are cures for vampirism but only very early on (within a few days) and they become ineffective if the infected eats or drinks anything other than water in that time. The process at least as simple as consuming a paste made from the root of the kukinoki tree and water.

Beelze Spore: A close relative of the sanguine cap with many visual similarities. However the cap is black with a red pattern that resembles a foreign language. Their natural environment differs in that while Sanguine Cap lives in cold damp climates, the Beelze Spore can be almost anywhere. An infection from the Beelze Spore is also different. Rather than a thirst for blood, those infected feel an overwhelmingly sadistic desire and crave raw flesh in general. They are almost always psychopathic and violently cruel, and physically their skin turns to a shade of grey or red or green, and their eyes become like a lizard's. Their visual traits in general become very lizard-like except for reptiles which gain mammalian traits, and physical mutations occur within seconds of infection. The result is known as a Demon, a creature with malformed body and mind, with near heat proof skin and a proclivity for black magic. Unlike a Sanguine Cap, a Beelze Spore has no known cure. As such any demons that are found will be either summarily killed or detained indefinitely. Though wild animals and sentient races can all become demons (excluding sli'f) the sentient species are markedly more intelligent - though noticeably deranged. Infected tend to group with one another and form small twisted societies with a strict hierarchy that strangely includes multiple animals with one of the sentient races always at the top; known as Cabals.

Copperwood: A tree with a unique orange sheen to it's bark and wood that is extremely strong and malleable like true copper. In fact once polished it's almost indistinguishable from the metal, going so far as to be a strong conductor of both magic and heat while having a remarkably high resistance to fire. The trees grow near cliffs and at the entrances to caves, growing their trunks up against stone and forcing their roots through rock forming veins of coppery material. Lightning frequently strikes their golden leaves, making the entire tree sparkle in dazzling light and makes it radiantly hot for several hours. The heat from this usually kills neighboring plants and animals on or within, owing to their success in the wilds.
 
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GOVERNMENT/CURRENCY
Each society has a government. The ones that don't, always end up like Mad Max. Without fail. Thankfully, Enchanted Star has at least three of these governments, and conveniently the most important ones even have the same currency!

GOVERNMENTS
First, the human government is in fact made of five minor governments. Their culture has mostly blended into the one and they have been allies for several hundred years - but they still consider themselves to be separate. The power of each government wavers from year to year as each gets more or less of a budget but they're all more or less even. In matters regarding more than one nation meetings are arranged among the representatives of each democratic organization in order to discuss said matters and in this regard they are united. More importantly, they've ended up being the furthest reaching culture among those known - with a decidedly expansionist value they have spread into most corners of known space. Modern human society is capitalist, assisted by few basic needs such as basic food production, security, affordable housing, commerce, and infrastructure. They also create the laws, of course. About 70% of the human population exists outside of government jurisdiction either by way of distance or wealth and forms a self-governing system known colloquially as a guild, which functions similarly to a tribe or clan. There are non-humans in these guilds but not many - and most are Sli'f.

The second most important is the government of the Sli'f which resides in Ostra. Their society has also expanded quite far - though not quite as far as the humans. The current form of currency in the known universe was invented there in Ostra - alongside the largest black market ever known. The Sli'f have a singular government composed of a theological monarchy with the descendants of The One having primary control of the Sli'f population and their directly chosen assistants beneath them to help organize taxation and infrastructure. The Sli'f primary government is a vassal to the human government and pays tithe of resources to them.

The government of the Coeti has been fairly lax as of the last few hundred years. Most of their planet was unified and since then the fish-like race has been decidedly peaceful. Since the arrival of humans and Sli'f their singular government lead by a council of fifteen voted representatives has allowed the others to do all of the heavy lifting. The fifteen are made up of five units of three, each from a different walk of life and each arranged in male, female, and "moeti". However, almost all of what they do is collect small amounts of tax and distribute that wealth into infrastructure. Coeti have a largely feudal system in place as a result, and while the Coeti government itself is considered at peace with the humans many tribes of Coeti will frequently come into conflict with the other races.

Leppi government structure is extremely basic, as each new tribe forms the members will decide on the rules they'll follow. Usually they share their money and resources together and teach their kids how to abide these rules. The largest Leppi tribe was about 50 strong and has since faded.

Zhis society revolves usually around the will of the matriarchs. Though matriarchs may dispute with one another over territory, they usually work things out peacefully to avoid conflict. Oftentimes a matriarch's hive will fuse with another, with the two considering themselves sisters, forming a larger hive than alone. The male Zhis will mingle and make new friends and will often end up trading with each other for resources and money.

Chorda follow a capitalist government system, since they moved to space the government has begun showing less power than most of the larger companies. Laws are thus formed more by contract than by jurisdiction. Money flows strongly in this economy, and each passing financial year makes all of the Chorda smarter to deal with the competition. Subterfuge and murder are not uncommon as a result, but the most power rests in close to invincibly protected aristocrats. A consequence of this is that outside of the city ships, most Chorda live in a feudal system, protected only by feudal lords.

Naea have only basic government on their own, and only form small social cliques that blend in with other races', usually that of Chorda. Not much to say, as they have no formal government.

Watu are in a similar boat as Naea but to an even greater extent. The only groupings of Watu exist as coworkers under the command of another race, or as a boss in the society of one of those races.

MONEY
As stated above currency in Enchanted Star is unified into one. It's physical form is in the form of small crystals with numbers of a different color embedded completely inside of them. It is extraordinarily difficult to replicate. The symbols within the currency signify the value - there being four tiers of crystal; with green being the lowest tier (referred to as Copra), red being the second lowest (referred to as Fero), yellow being the second highest (referred to as Oro), and blue being the highest (referred to as Azur). The tier system is as follows - with 100 Copra making 1 Fero, 100 of these making 1 Oro, and 100 of these making 1 Azur, which can scale to up to 1000 (though this is a vast amount of money). Using a very simple spell, one can fuse crystals together to combine their value. The numbers within are simple - they represent how much of a currency is within said crystal. a 70 Fero crystal will simply have a 70 displayed within - and should it be combined with a 30 Fero crystal, they will form a 1 Oro crystal. Crystals of different tiers cannot be combined to help simplify things. Also, a simple spell will also split the currency within, and this is very easy to do - it's as simple as holding the crystal and thinking of the way the currency should be split. Just imagine that you wish to split 1 Azur into two crystals of 50 Fero to pay for an item, the crystal will simply break into a 99 Oro and two crystals each with 50 Fero.

For a decent view of how much currency is worth: A single unit of Copra is almost insignificant - it wouldn't be enough to buy anything, and even a small piece of candy would cost around 70 Copra. About 35 Fero would be enough for a small shopping trip. Just 4 or 5 Oro would be enough to buy something reasonably expensive such as a number of tools or an enchanted item. Even a single Azur would be highly valuable and would be enough to buy a personal vehicle.
 
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VEHICLES
The sentient races of the Jaddoobaa pocket have access to a good deal of various sized transportation, most of which is capable of functioning in space. Below will be detailed a number of the categories of these - as each separate vehicle has a unique touch that makes a perfect model of them difficult and impractical. They will be sorted by race and by smallest to largest.

HUMAN

Human ships are typically made with practicality and general use in mind, thus their vehicles tend to be more versatile than that of the other races.
Bunny: Able to hold between one and three people in total, bunny class vehicles as used by humans usually feature one seat extended if needed to hold multiple people and is piloted like a bike. They tend to have almost no protection for the riders but are as agile as a human vehicle can be. Some are fitted with weapons on the nose of the bike, and some have a small mounted weapon on the back.
Gedo: Used either for construction or combat and frequently interchangeable between those roles, gedo class vehicles have a humanoid shape usually with two stumpy legs and long arms, useful for their relative ease of use. They range in size to what is effectively armor, to a Chorda-sized hulk suitable for rivaling dozer class vehicles. They often have aerial competence limited in gravity but in zero-g they can use propulsion to move about.
Scarab: Similar in design to gedo class but on at least three legs and usually lacking arms, scarabs are suited for heavier loads than bipeds and can hold very heavy loads on their backs. Usually have no aerial ability.
Runner: Only a little larger than bunny class, runner class vehicles are large enough to house between four and twelve people and are between the size of a car and a van. Runner class vehicles kitted for combat will often have between one and three mounted guns and protective coverings. They are faster than bipeds but can not hold quite as much weight.
Dozer: A little larger than the largest of the Runner class, dozer class vehicles are an equivalent to scarab class but lighter and faster and can occasionally glide or even fly even under gravity's grasp, dozer vehicles are usually used for public transport but in combat are also used as heavy weapon platforms and troop transports. Can almost always find use in space.
Kite: Always aerial and space vehicles, kite class is the equivalent to a one/two-man aircraft ad are a little smaller than dozers. As such they are usually kitted for combat due to their agility in and out of atmosphere. They are kitted either as bombers or as dogfighters.
Toad: Large ships often used for transporting cargo or troops and varying greatly in design from what look like sailboats to fully magitech ships, toad class ships are about five times larger than dozer vehicles. Some are even used for hunting large animals, with their cargo bay being large enough to easily fit multiple Chorda inside. The largest among them could even fit multiple orcas. Military toad ships often have several mounted weapons of various sizes and may even have weapons large as those found on dozers.
Yamato: Huge in size, Yamato class vehicles are either for leisure cruises, freighting, or as battleships. yamato class vessels are often reasonably mobile and very tough. They're usually long and relatively narrow, but their exact shape is somewhat varied.
Hearth: More like mobile bases than they are true vehicles, hearth class vehicles are defined for their large size and limited movement hearth class vehicles tend to be the size of a castle. Popular among the wealthy and among clans, hearth class ships often transport by being pushed or pulled by smaller or larger vehicles and are large enough to store at least one toad class vehicle. Those employed by clans frequently house multiples of all of the smaller vehicles within or on them. The smallest are the size of a manor, while the largest are almost like mobile towns.
Gigas: The largest of the human vehicle classes, gigas are a testament to the magitech humans employ. Enormous vessels between 1km and 10km in length, gigas vessels are almost exclusively employed by the human military in order to display spacial supremacy, if ever a vessel such as this is lost for any reason a huge attachment will be sent to retrieve it, as they are so costly to build. Each gigas is a prototype built with a completely different design philosophy.

SLI'F
Sli'f have virtually no vehicles of their own and almost always utilize human magitech. However, what is known as a leviathan may occur on occasion. This is a Sli'f that has grown itself to massive proportions. Their size varies greatly between that of a Yamato class ship and a gigas - however gigas-sized Sli'f are exceedingly rare to the point of mythology. They can hold a large number of people and cargo inside them within pockets of air they can create inside themselves, and are considered highly dangerous for their ability to breach an enemy ship and flood it's interior with their own body, capturing or outright killing the enemy within.

COETI
Coeti vessels are unique in that they are almost like jigsaw puzzles but with multiple tiers, granting them the unique advantage of a modular build and swarming ability to dodge enemy fire. When fused the pilots of the vessels will take up different jobs as needed. To reduce weight, depressurized water makes up these ships.
Skate: The smallest class of Coeti vessel, these vessels hold a single pilot and are of a strangely flexible material made from a plant native to Quetza. They are shaped much like their namesake they are flat and wide like a shield with a widened region for the pilot and a thin tail at the bottom.
Manta: Identical to skates save for a lack of the tail and offensive ability, used for civilians. They are completely interchangeable with skates in all cases.
Nautilus: Considered the main link of most larger Coeti vessels with a crew of half a dozen, nautilus class ships are rather large in size and almost completely vulnerable on their own. They are made up of the bridge at the front with mounted weapons on the lower segment of that. The rear is a large bulbous shape with many ports for fusion with skates. Also used as basic transport ships by civilians.
Ceph: Composed of half a dozen skates held together, ceph vessels use the flexible tails of the Skates for mobility and if of military grade, weaponry also. Their exact shape varies a little but resembles an octopus or squid.
Eel: Also made up of a number of skates but larger than a ceph, this uses between 12 and 24 Coeti crew and arranges them into the shape of a serpentine craft. The way they are combined gives the eels impressive speed and the material gives them unrivaled agility. Up to 100m long, these ships are a danger even to Sli'f leviathans for their sheer slipperiness.
Kraken: A huge ship made up of a number of eel fusions with a nautilus at it's center, krakens are slower than eels but with possibly the densest concentration of firepower of any known ship in the Jaddoobaa pocket. The eels form tentacles on the vessel.
Tetra: A dedicated transport made up of multiple nautilus merged together, the Tetra is a rather large and reasonably fast ship with minor firepower. Also used as a freighter.
Aegis: A dedicated defensive vehicle, an aegis is made up of dozens of skates merged together wing to wing to form one enormous flat wave of motion. They combine defensive spells to form a nigh-impenetrable wall to protect other vessels.
Chelone: The largest form of fusion vessel used by Coeti, the chelone is a 1-2km ship in a nearly circular shape made up of a vast union of all lower forms in various places, opening up avenues for the crew to freely move about. With a shape similar to a turtle with smaller types of vessels forming tentacles and fins, and of course bristling with firepower.

LEPPI

Leppi vehicles are uniquely simple and harmless, and only exist in two classes. Both are made of woven silk enchanted to be airtight and buoyant in air.
Blimp: Vessels used primarily as transports as opposed to living, blimps are simply made of a large balloon and one or a couple capsules beneath, enough to carry a whole tribe of up to two dozen Leppi and faster than the alternative. However they are smaller, and not suitable for sustained travel.
Village: Made up of a number of cocoons held together by narrow pathways and too small for the larger races to comfortably fit inside, a village is a literal name, as they are used for a tribe of Leppi to live in. Most are rooted in place but many are free to roam the skies of various planets or even through space. They are largely self sufficient, using grow beds and walls used to make food.

ZHIS

Zhis have only two kinds of transport both built from a combination of their natural web produced from their forelimbs alongside stone, metal, and ceramic materials.
Hive Ships: The only construction utilized by a group of Zhis who have a living matriarch. They are a strange honeycomb of connecting tunnels with small windows between them to see outside, piloted by the immense magical might of the matriarch who resides in the center of the ship. Small hive ships may be about 500 cubic meters, but the largest, with multiple cooperative matriarchs, can grow to be larger than the Coeti chelone ship.
Exilus: A much smaller ship than hives used by tribes lacking a matriarch or individuals. Similar in design, they are different only in that they are kitted with a form of thrust rather than using a matriarch to provide propulsion.

CHORDA

Chorda vehicles are always simple in mechanical design but complex in decorative design and typically massive in size.
Sparrow: The smallest class of Chorda vehicle, they're made of a (relatively) small pod large enough to hold a couple of people, and are usually used to deploy troops.
Eagle: An immediate jump from sparrow class, an eagle class vessel already reaches nearly 1km long. Used for civilian and for military use, military vessels tend to have dozens of blaster batteries along their sides, tops, and bottoms. Some are specially designed with a weapon making up most of the vessel.
Condor: Between 20km and 40km long, Condor class vessels are an equivalent to a bus to transport a great number of civilians or as a devastating battleship when fielded against the smaller races. Usually crewed with a relatively small amount of Chorda with a large roster of automatons.
Roc: Flagships and capital ships used by Chorda commanders, reaching between 50km to 85km long. They are absolutely massive even to Chorda and are often flanked by a large number of condor and eagle class ships, and absolutely brimming with weaponry. The capital ship variant contains smaller vessels and has a little less weaponry and armor. They are the only military-exclusive vehicle class used. They are however exceedingly costly and thus rare.
Astral Capital: Considered impossibly large by the other races and indeed only existing thanks to conjured materials, an Astral Capital is a city held entirely in space and considered unsafe to put anywhere near a planet, the smallest of these is about 500 square kilometers in radius and around 20km deep, and the largest among them being 1,000 square kilometers and 40km deep. Of course a vessel this impossibly large is not entirely made up of material, and solidified magic generators and empty space make up a large proportion of these cities. Only a half dozen of these exist in the entire Jaddoobaa pocket and they are obviously considered an absolute marvel to behold.

NAEA

Naea have a similar form of vehicle as Sli'f do, except that as Naea have a closer bond to Chorda, they tend to exist in the context of the great avian race instead. Similarly to Sli'f in another regard, some use magic to grow themselves to vast sizes for use as a vehicle as well, sustaining an atmosphere within using the natural functions of a plant, and using vines and reflective bark as propulsion.

WATU
Watu are technically immobile by themselves so it can be argued that any construct they build for themselves is a vehicle. However only those built to hold others as well are considered as such. They have no classification system as they are mostly built using salvage and spare parts, fused together magically and propelled by the innate telekinesis that Watu possess.
 
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FASTER THAN LIGHT
The various races presiding within the Jaddoobaa each have different methods of travelling faster than light. Each has different actual speeds, and each has different strengths and weaknesses - however they do in fact use different methods.

HUMAN/SLI'F

Humans began using a method of FTL travel even before anyone thought of using it to completely leave Aer. The method involved using runes and active image memory to transport oneself a distance away. This was useful when somebody intended to move to a short location away, and some could even travel without a line of sight. It wasn't until one person used it to reach Aer's moon that it's true potential was discovered.
The modern method of FTL travel involves the same as the ancient method, but utilizes new ways to visualize extremely distant locations. The main flaw of this is the difficulty of acquiring a location. A specially trained navigator will use an extremely long range clairvoyance spell - but modern magitech makes use of an automaton specially built for this task with similar accuracy. A rift in space is created with which travel through is possible, functioning like a direct window between two locations. By pooling more mana into the spell, the caster can create a much larger portal. There are glyphs that can open these portals too, which are typically used for transport with vehicles. This portal has the shape of a shattered pane of glass, the cracks a shifting iridescent rainbow of color arranged in a generally circular shape. Though these portals can be maintained artificially, the distance between them cannot be changed while they are open, which also makes travel difficult in that two distant stars moving towards or away from each other can be completely missed. However, travel is effectively instantaneous. Both humans and Sli'f use this method.


COETI

Coeti discovered FTL shortly after colonizing the majority of their home system. Their method involves bending space rather than outright breaking it as the humans do. Specifically, the method used by Coeti is known as Astral Lensing, by which the spellcaster used for the distance travel greatly shortens the distance between two locations but not entirely closes it, meaning they turn a 500 lightyear journey into a 5 hour journey. The inside of the lens is much like a tunnel in structure. The advantage to this is such that it can be maintained very easily, as well as shifted should the destination or beginning need to be moved. It however has a weakness in that it is "slower" than other methods of FTL as it is not true teleportation and requires a specific flight path, and deviation from this will result in being ejected from the lens with no way of getting back in.

LEPPI/ZHIS

The method used by Leppi and Zhis was one invented long before they left their world as a way to keep villages close to one another without having to physically remain close by. Though it was not until after space travel that the Zhis used this as well, as their hives remained in place much longer than Leppi villages. The FTL method used by both these races is unique to them as is requires a certain type of silk which Leppi keep as a trade secret. The method involves throwing a string out which connect to an object at the target location at many times the speed of light, represented by a thin glowing white line, which flickers and wavers. At will, the caster of the transportation spell can then pull themselves along the thread. Like the casting itself, the speed of those being pulled along this thread is many times the speed of light, and like with the Coeti method an enormous journey can be made in a very short period of time. However Leppi and Zhis will not be thrown off course, and will travel straight to their location along the string. However, for safety, the journey must be carefully mapped out to avoid collision with any major object, or else the vessel will surely be destroyed by the impact. Very small objects are not a problem though.

CHORDA
FTL utilized by Chorda follows a similar design to that used by humans, though created independently. The Chorda design is the only one that cannot be done without an automaton and also the only one that requires a specially made and tuned device, however no other method can move as much mass in one try or as quickly. First, a "navigator" uses a spell to astral project themselves. Such a level of astral projection is a rare talent and is thus highly sought after, but it seems that all races are technically capable of this. The "navigator" in question perceives time differently to those not using it, and can move about as if from their perspective time was stopped altogether, and can blur their perception to make long distance travel feel instantaneous. When the navigator arrives their soul at the target destination they turn themselves into a psychic beacon. At this point the Chorda use a device made of specially tuned crystal to create a field around them. After a delay of a few seconds everything in the field is instantly transported to the target. Such is the power of this device that only an immensely powerful reality anchor can prevent travel, but the power required uses equally enormous quantities of mana, usually requiring a huge Solt crystal and completely drains it's reserves. An Astral Capital would require years worth of mined Solt crystals for such a journey, but thankfully there is no distance limit on their travel.
 
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MAGITECH
As magic is so commonly used within the Jaddoobaa pocket, "legitimate" technology is comparably stunted, with the humans being most advanced in that regard having barely gone past the invention of the steam engine. "Legitimate" technology is referred to as "mundotech" and is ordinarily looked down on. Magitech however is advanced well into space-age and has equivalent functions to mundotech - most obvious being space travel and long distance faster-than-light travel.

Though almost all magitech is powered by mana stored inside a Solt crystal as a battery, some uses a small enough amount that only the residual mana found in the environment is needed for them to function. These include low-energy cybernetic limbs, small simple machines, local maps, and hibernating Opalines - which can even charge over time.

OPALINES

Opalines are a complex magitech device loaded to the brim with enchantments. They're manufactured by several companies and are considered somewhat expensive - but just about everyone has one. Opalines take the appearance of a rectangular stone ring about 160mm high, 80mm wide, and 8mm deep. Lining this stone edge is several runes, each with a different effect. A transparent crystal plate rests inside the stone edge like a window. When in use the crystal becomes opaque with images flashing across the screen and sounds and sensations radiating from the tablet surrounding it.
With the various enchantments on these devices, the Opaline makes for a perfect personal device. Within is visual and audio recording, long-range communication, entertainment, calculation, you name it. Opalines are charged with a long Solt battery in one of their four sides embedded in the stone. These crystals are charged by a user, and when hibernating the crystals charge from the surrounding air.
Most amazingly though is the Trance, an effect created by Opalines by which a user can enter a dream world where imagination is the only limit. It's an equivalent to the real world internet, with varying degrees of immersion with the greatest having one feel as if they are inside, a truly virtual reality. Individuals can communicate together from across the cosmos as if they were right with each other, and simulations for training, learning, and entertainment are just a glyph's touch away. These simulations can be as real or surreal as the designer chooses, and may cost money to use.
Raffia, you are entirely wrong.
 
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DEUS EX MACHINA
There exist in the Jaddoobaa region, beings of impossibly vast power, known as gods. Perhaps not "true" gods, but they are as close to the description as anything could be. Technically, they are clouds of mana gained sentience, caged within nigh-indestructible mechanical vessels the size of worlds and stars, gears and panels the size of continents constantly moving along their surface and great lights glowing out from their depths. Some are active, and are definitely intelligent - shaping the worlds around them through all manner of immensely powerful magic. Some vanish never to be seen again, others appear from nowhere. No two gods are the same, with clear distinction between the appearance of their divine vessels and behavior. So far three gods have appeared.

Janus: The largest god known, Janus first appeared nearby Aer, completely swallowing and replacing their smaller sun. It has not communicated with the human residents, however it does generate translocation portals of varying size around it's region which lead to seemingly random locations - including of note the homeworlds of the Coeti and the Zhis. The portals it creates close on occasion, leaving anyone on the other side stranded. It's body is made up of countless gears that vaguely resembles clockwork.

Chaac: Appeared in proximity to Quetza. It's first known act was to clear the horrendous atmosphere plaguing the planet, and since then has fired beams through the portals created by Janus to generate random storms across dozens of worlds. It also has not yet communicated with anybody. These storms have entirely random effects, from increasing magical power in it's field, to corrupting native life forms, to cutting off entire planets from the outside. It's body is covered in a roiling storm far too intense to even attempt to approach.

Athena: Instills prophetic visions into people seemingly at random - inspiring them to greatness. It has resided near Ostra for longer than the human presence. It is linked to the visions by an image of it's physical shell. Athena is the smallest so far, a little larger than Quetza. The outer body is transparent and looks like a swirling cloud of fog. with an intensely glowing core hidden within.

Jadd: This god is responsible for the existence of the Jaddoobaa pocket to begin with. The edges of the pocket from within take the form of a vast swirling cloud completely encasing the entire region and is only visible from relatively close up. Crackling with energy, the field once instantaneously destroyed any object that drew too close. However, the field has recently vanished. The same field was present on the surface of the Enchanted Star (Jaddoobaa itself) and had the similar effect on anything that approached the gas giant.

I see four gods that have appeared, not three gods. Sorry
 
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