All in one world guide WIP Document in Felth of Adeous | World Anvil
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All in one world guide WIP

The World of 'Felth'

Felth of the Adeous Cluster; a post-apocalyptic planet many centuries rebuilt, now a fetid and highly polluted world covered in fungi, anthozoa, carnivorous and symbiotic plants. Surrounded by a swathe of postapoc dead satellites, debris and ship wreckage Felth is considered the garbage heap of the solar system, heavily stigmatized and cut off from the local inhabited planets. Nevertheless, Felth's surface and water dwellers are thriving and many cultures both native and alien have found their own little home and niche here, the diversity of which has transformed Felth's landscapes and cityscapes like no other planet before.

  Felth is what remains of a planet whose surface was nearly destroyed by an accidental 'power surge'. What remains now is a vastly different ecosystem that has been heavily mutated by the surge's hazardous fallout. Once largely a tropical planet Felth is now a muggy wasteland of fungal rot and semi-aquatic organisms, poorly understood by its inhabitants and feared by neighboring planets as a potential leak of disease and fallout radiation. There is little surviving culture or knowledge prior to what's known as the planets fall, 'the fall', but the surviving native races are flourishing regardless, entering a sophisticated age of science and technology, though their experience with their new world-space is limited.

The Adeous Cluster

  The Adeous Cluster belongs to the twin suns Piina and Kaata and is one of the largest galaxies among its surrounding neighbors. It supports a variety of planets, moons and space anomalies, many of which show evidence of sustaining primitive life in it's long and largely unknown history. Despite being abundant in resources the Adeous Cluster is largely quarantined by other galaxies due to it's immensely dangerous eco-systems, both on planetary surfaces and in the surrounding space. Because of this Felth attracts many illegal immigrants but sustains few reliable informative trade-routes, effectively cutting social ties from anything outside their solar system.

  Many of Adeous' planets and moons bear evidence of colossal impacts or surface based calamities, planetary fragments, ship wreckage and ancient technologies drift in seas throughout the system, occasionally being drawn into a planets field of gravity, it's easy to guess how many of these planets were destroyed, but there are more than enough anomalies to keep Adeions intrigued, planets that have been devoured from the inside out, huge carcasses that drift, perfectly preserved, through space and alien drones of unknown origins.

Other Planets of Adeous

  There are over a dozen planets orbiting Piina and Kaata, but only four of these still sustain life on their surfaces. In order of size; Arden Fiea, the capital planet of Adeous, Felth, Smaugh & Bheu. These planets are divided into two cultural sects, Omena which includes Aren Fiea and Bheu, and Couha which includes both Felth and Smaugh. These sects govern the global laws of its associated planets and likewise the fundamental rules and punishments. The other planets of Adeous are all largely uninhabited or almost completely destroyed, with small outposts of illegal immigrants, steadfast scholars or rarely settlements of outcasts. They follow no sect and remain largely lawless.

 

Arden Fiea : 6,950k


The capital of Adeous and the largest planet in the system, Arden Fiea is a self made utopia on the surface of a cold and desolate planet. Grand glass archeries filled with autotrophic plantlife, many of which have been genetically modified, superior versions of what once inhabited the planet.

Felth : 6,600k


You are here. Adeous' least desirable destination. Felth is heavily stigmatized for its unfortunate history, vast mutation and ongoing risk of disease to other planets of the galaxy.

Smaugh : 4,200k


A wasteland of a planet, Smaugh is a widely flat planet covered in race-made mountains of scrap materials and refuse, a planet-wide garbage heap full of alien technologies and remnants of lost civilizations.

Bheu 3,850k


Once an Arden Fiea intelligence outpost Bheu has now been colonized with the similar glass archeries of its founder, though Bheu is far from an uninhabited planet, likely supporting millions of its own species of flora and fauna; Arden Fiea has chosen to colonize by hostile means. From a distance the planet's surface is a swathe of mauve & tawny flora broken only by colossal glass domes full of vibrant green plant-life.

  Kima : A dead planet, covered in ice.

Ei : A small lifeless rock with an extremely thin nitrogen atmosphere. The planet is used as a weapons testing site, and its surface is pitted with craters.

Neut : A hollowed planet surrounded by debris.

Pandus Orus : The third largest planet in Adeous, Pandus Orus is now desolate, a crumbling husk of immense volcanic activity.

Feldiae : The smallest planet in Adeous, Felidae is largely covered in primitive flora and insects.

Bima : A terrestrial planet with an unusually large axial tilt causing extreme seasonal changes. Conditions on this planet are too extreme to sustain life.

Ougora : a Chthonian planet closest to the suns, its orbit is often interfered and it's path changes frequently over the years.

Andurn : A large gas giant with a dense hydrogen cyanide atmosphere. The planet orbits close to its parent star and supports a number of small rocky moons.

Leil : A feedback deadzone, Leil's surface appears to be covered in ice, unlikely to sustain life, but feedback interferes with any probes, occasionally carrying cryptic messages.

Uundo : A cluster of stone and debris is all that remains of this planet, it looks like it exploded from the inside out.

Maide Fyora : Another hollowed planet surrounded by debris and orbiting hunks of its surface.

Natural Landscapes of Felth

  Felth's peculiar landscapes are as much a living, breathing organism as the creatures that live upon it. Referred to as the 'Breathing world', it is ever moving and wriggling. The vast landscapes look like seas of living organs that pulse and squirm to stimulus, filling the skies with waves of toxic spores. An organic darkness that blankets the world, creating a humid cocoon where fungi and anthozoa thrive. Indeed the weather itself is influence by such activity just as much as wind and water. Storms seasonally influenced by spore influxes and reliant organism can create unpredictable results, cyclones of flaming sporocysts, rains polluted by toxic spores and winds that carry swathes of parasitic polyps.

  Fields of fungi flooded in the wet months turn to slimey bogs of indeterminable death, the earth hidden beneath a sludge of rotting plant-life that hangs from every protrusion and coats every surface for miles. Hiding disturbing dangers beneath its opaque and filmy depths. Yet Cold patches lend themselves to dry and ice tundra where craggy peaks are dominated by glowing lichen and creeping nets of mycelium. Icy crags and lakes hold vast clusters of frozen anthozoa, where cracks bare new growth bursting from the seams. A world in stasis waiting for a thaw.

  Deserts burn hot beneath Adeous' twin suns but their landscapes are just as tangible, their scorching sands mixed so heavily with spores, dead and sleeping, that the slightest rainfall awakens a boom of fleshy growth. A fertile wetland full of thriving fungi that consume the harsh environment in a matter of days, blanketing the skies with spores and polluting flooded waterways. Eventually though the harsh heat leeches moisture from the environ, quickly turning it into a crumbling wasteland of dehydrated fungal husks broken and dispersed by all consuming sandstorms. Fungi and anthozoa are truly the dominant life forms on Felth's unpredictable surface, from high rising stinkhorns to algae covered seas filled with hungry polyps, they dominate the entire planet, both above and bellow the waters surface.

--- From the afore mentioned seas of sludge to beautiful thriving reefs, the world beneath the coastline bares as much diversity in its landscapes as the lands above, and they are no less influenced by swathes of spores that darken the waters and take hold in any stagnant pool. Sessile organisms thrive in this environ and life adapts to accommodate the darkness with brightly coloured bioluminescence and fluorescence, polluted waters of shifting tones and varied densities form their own visual boundaries. Oceans within oceans, each with their own personal biomes.

  Bodies of water, lakes and swamps, hide many secrets; flooded with rot and decomposing life beneath their murky surfaces, spilling disease into the natural waterways, belching gasses and plumes of animal matter into the skies. Clean waters are rare and even then they carry ever mutating bacteria that constantly effects the surrounding landscapes in unpredictable and often hazardous ways. This is also true in reverse, local runoff carries all manner of filth and disease, spores and parasites that rely on stagnant water to enter their next stage of life.  

Unnatural Landscapes of Felth

  Felth offers it's inhabitants a wide variety of materials suitable for construction, giant fungi & flora offer giant husks, seedpods and malleable woods that can be cut & warped for many different uses. Generally these natural products are used primarily in place of refined materials like metals and crystals, even the remains of large fauna are often utilized, giant insect chitin and the bones of large reptiles offer just as much support and versatility and are far easier to work with, and faster to rebuild in the inevitable event of a natural disaster. Felthians will use most anything that is either practical or aesthetic in the construction of their buildings, creating all manner of exotic structures, and this ingenuity is just as common, if not moreso, among the felthians of the sea.

  Common Structures
Most homes in faith are self contained to cope with frequent natural disasters that make leaving the homestead difficult, this is especially true for wide spaced communities. Markets are more often than not reserved for materials and foodstuffs that the common home couldn’t make or acquire themselves, and are infrequently necessarily as a result. Most homes have small fisheries and terrariums, produce gardens, water filtering and alternate power units. Often structures will be tied together under shelters of glass or wood archeries. Most everything Felthians build with are long-term biodegradable and often designed to accommodate local flora and wildlife with minimal intrusion. Many species on Felth serve beneficial purposes in this way, a form of artificial symbiosis. A great example of this is swamp-based settlements who encourage the growth of Virile Lichen, which is a natural repellent of dangerous local wildlife. It also naturally attracts certain insects vital to the pollination of crops often grown in these areas, which is beneficial to the immediate felthian and to the local ecosystem.

Terrestrial Races

  Sirysies / Sirysian
Sirysies, desert originating marsupials that stand at an average of 8-12ft, are unequivocally Felth's apex predator, excelling in nearly all aspects geared towards hunting. From the ground up, their sharp hooves can tear across the old plains and savanna's of Felth's hot surface, their lithe figure powering legs strong enough to tear their dewclaw talons through flesh, bone, and even steel. All of this kept in balance by four arms and a thick, muscled tail ending in a tuft of feathery fur. Balance itself seems to have played a part in their evolution, with every portion of their bodily system seemingly crafted to perform a different task. While their legs and head have been made to rip and tear, their four arms and dexterous fingers are powerful tools of construction, each ending in a small collection of five chisel-tipped digits that can dig burrows and grasp tools. The face of a Sirysian is both as terrifying as it is beautiful, snarls bearing teeth and tusks that could leave scars if not outright kill, while the calm countenance of a Sirysian at ease, horns bedecked in swaying strings of prayer beads and mane braided into lingering trails of age is welcome to friend and family alike.

  Padumph
A tiny race of people, long necked, multi-limbed with short plump physiques. Orginating from the volcanic islands of Oshk Mass their downy fur designed to keep them cool in the consistently hot environment. Padumph are a species that came dangerously close to extinction during the fall with limited numbers surviving in a pre-fall ruin, once able they migrated to their previous homelands to re-establish themselves. Their numbers are still incredibly low and the race as a whole face many potential extinction threats, as such they are a close-knit group that limit their contact with other races that may pose a threat to their recolonization efforts.

  Tiphous
Elongated snouts, curled tasks, long necks and lithe bodies, the Tiphous are a proud and curious race. Comprised mainly of scholars they are widely known for their peculiar approaches to architecture and city design. Originating from Barsh pre-fall recolonization of this now desert once rain-forest continent has been difficult, with many bands of the race choosing to settle closer to their most recent allies; the Sirysies. Sharing similar physical traits and genetics; the Tiphous rely heavily on food sources from Sol-Arinate, homeland of the Sirysies, to replace crops they are no longer able to sustain in their vastly deformed homeland.

  Phidiae
Hulking reptiles with thick skin, tri-split mouths and a multitude of eyes, most are infertile, relying on a queen. Phidiae are a quickly growing race, expert adapters and despite being one of the less culturally advanced are quickly expanding across their homelands, learning new technologies and social systems with surprising speed. Their willingness to learn about new cultures, forge alliances and establish trade-routes have earned them many allies but they still remain a heavily stigmatized race, often met with racism and prejudice, which they seem to take in stride.

  Gourt
The Gourt are a proud race rebuilding from near extinction, though all their prior culture was last to the fall, as was the case for many close-knit races. These large insectoids vary greatly in appearance, the start of their life-cycle is parasitic in nature and physical adaption depends largely on the race inhabited through youth. It's suspected that the reason for this is that Gourt are highly susceptibility to fallout deformation, something most existing creatures now carry in their bodies. Whatever the Gourt may have looked like prior to the fall is unknown. Now the Gourt rely on alliances with the other intelligent races of Felth to raise and sustain their young in exchange for valuable resources and peculiar technological advancements.

  Gurund
The Gurund are a heavily armored race of amphibious origin, plying the trade routes of the Sorren Islands and living deep within the quicksand swamps of Ush-Daghou. They are known for their stone constructions that float on the seas themselves, their trio of united tribes, and their deep, bellowing speech that echoes for miles with every rumbling word. Gurund are massive, stalwart, their hard backs bedecked in carvings and ornaments that tell their life’s accomplishments and their ideals. They are traders and politicians, plying the oceans and rivers for trade deals and treaties of alliance.

  Apothym
Apothyms are the silent backbone of Felth, a race of sentient, hive-dwelling, insect-like mammals (or mammal-like insects). With a complex social structure resembling both that of social insects and sentient mammals, Apothyms using a mix of complex speech patterns and pheromone signals to move as groups through out the cities of Felth, performing labor tasks to bring back food and goods to sustain the hive. The line between vertebrae and invertebrate are mixed even further within their bodies, the highly differentiated species having a mix of furry central trunks, compound eyes, rodent-like heads, plated tails, and tough chitinous forelimbs that can vary even further the more extreme their surrounding environments get.

  Odaril
Odaril are hostile bipedal race with flat faces, sharp ears and four small eyes, their bodies are rough and angular, similar to a primate. They populate common wastes that are abundant with scrap and guard their treasures and knowledge closely. A space-faring Odaril colony witnessed the fall from space, landing shortly after visual fallout waves were dispersed by several days at a time. After confirming the on-planet extinction of their race the Odaril fled back to space until it would be safe to recolonize. It is suspected their surviving ship still orbits Felth, or perhaps docks on one of its moons, but Odaril frequently disappear from their haunts for months at a time, returning malnourished to scavenge damaged and forgotten technologies.

  Mahctefeth
The mahctefeth are a primitive race of quadrupedal amphibians, despite living in mud-bound shacks in the marshes the Mahctefeth culture preaches acceptance and understanding, philosophies many more advanced races struggle to comprehend. The members of their sect are remarkably well cared for and they are one of few lesser races to support ill and aged members that put risk on their settlements. Earning them a higher position in Felth's governing factions, including protection against being hunted and having their lands settled by other more competitive races.

  Ishquesh
The Ishquesh, or 'Blindsharks' as they're often called, are a semi-amphibious, cavern dwelling refugee race hailing from the great crater known as the Sink. With thin pale skin stretched taught over protruding bones, the Ishquesh' peculiar anatomy is somewhat reminiscent of a mix between a sexually dimorphic shark and frog, but truly represents the millennia they have spent carving out a living in the underground, lightless ocean that has since become the Sink. This sinkhole’s collapse killed many of their number and has forced them to flee into the surprisingly open arms of their new neighbors, bringing with them organic technology and a cultural hot streak.

  Dorphyne
Short eared lapine-like race with soft bob tails and stiff furred crests. Toned legs lend well to fast and agile movers with surprisingly sharp beaks and a multiplicity of eyes. Originating off-planet the Dorphyne survived on the wreckage of their cargo ship, suffering heavy mutation and psychological debilitation until communications were established with a local Tiphous colony. Allied Sirysies traveled to the ship wreckage and communications were established. Dorphyne lack a sophisticated speech system and mostly communicate through squeaks and grunts, or non-verbal skills & sign language, which makes it difficult for them to immigrate with other cultures; particularly those who rely heavily on the spoken word.

Aquatic Races

  De'ushk
Heavy grasping forelimbs and

Phoyuic
Corodites
Tarru
Pisque
Dou Pa

Felth Fauna

  Felth fauna fall under an array of different sects and sub-sects, the basics of which determine a creatures physique and genetics. The sects are;

Incidae (Arthropods )
Incidae Lapardae (Very large Arthropods )
Incidae Eqadae (Dinosaur-Arthropods )
Thespirae (Reptile-Mammals - Therapsids)
Apatoderm (Large Reptiles/Dinosaurs)
Trechioderm (Other Reptiles)
Trechioderm Marpadae (Crustacean-Reptiles/Dinosaurs)
Pandidae (Scyphozoa)
Aquorta (Fish/Aquatic)
Se-Aquorta (Mammal-Fish, Mammal-Crustaceans)
Aquorta Setoderm (Aquatic Reptiles/Dinosaurs)
Fordae (Amphibians)
Antha (Birds)
Mamali (Mammals)

  Just as protozoa and fungi chew away at the decay of Felth, and bring new life in their stead, the beasts that inhabit it’s fungal caves and spore clogged skies consists largely of carrion animals. Insects of all kinds, with wildly varying physiology and intelligence, act as both hazard and ally to the sentient races carving out a living on Felth. Alongside them are a myriad of reptiles and therapsids, though the barriers between all three are thin at best.

Warm blooded beasts with hard chitin shells and eyeless heads trudge through the cilia-laced slush of the colder regions, venting steam from their shells into the chill air. Millipedes the size of ferrets lay across their owner’s shoulders, snacking on old fruit rinds from their owner’s proffered hand. Flying beasts of all types roam the skies, from swarms of moths dancing in a mating column, the glowing spots on their body just another fungus ensuring the survival of itself and it’s host, to the gas-bloated puffballs trailing its roots through the air like a smoke-shrouded medusa. Many more strange beasts roam within the uncharted sea, the water’s acidic to the touch, roiling with all kinds of strange and disturbing life. And much as the barrier between insect and mammal blur, there is barely a horizon between aquatic and orthologic life. The same strange jellyfish that roam the upper levels of Felth’s atmosphere start their lives in the sea.

Felth Flora

  The flora of felth are largely symbiotic in nature, often a cluster of individual organisms A History of Felth    

The Fall

  THE FALL - Huruk
Huruk was a two week doomsday chain reaction triggered by an abhourite overload that annihilated every abhourite reliant settlement on the face of Felth, eradicating many intelligent & non-intelligent species and forcing survivors into bunkered settlements that were inhabited for many years.

In the year 2,600 an abhourite overload was triggered by an earthquake on the shores of Tas'Met'r caused by nesting Gourt. The Force-Reaction set off a two week doomsday event of chain reactions between active and static abhourite; triggering the largest multiplicity reaction ever recorded as the abhourite multiplied and consumed from the inpact zone over a 1,600km radius- in less than ten minutes. In the aftermath fluctuating waves of pressure triggered localized force reactions to abhourite clusters in the vicinity, the roll-out effect of these 'minibursts' consumed 75% of the worlds surface in under two weeks, bringing with it a fallout of genetic mutations, disease, mental disorders and 'displacement'. It was estimated that only 8% of all life on Felth survived, and only 3% suffered no significant genetic mutations in the first fifty years after.

Races furthest from the impact zone fled to safe harbor, but many didn't make it. Documentation before the fall is rare and limited, but it's estimated over fourteen intelligent races were destroyed, both native and alien.

Fallout waves were triggered by subatomic force reactions among the afflicted abhourite clusters that slowed in frequency in the years that followed. Even in modern times these fallout waves occur every few years.

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