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Demaria

Image of Demaria

Geography
Universe Normalspace Variant 1
Galaxy The Milky Way
System Demar (binary system)
Coordinates X: 150
Y: 217
Satellites Nine moons; the "Nightstrand"
Climate Temperate
Terrain Desert, Mountains, Jungle
People
Population 25,000,000 Demarian
160,000 others
Government and Economy
Government Demarian Senate
Currency Credit
Sandtooth
Gross World Product (GWP)


History

  • 2086 CE: The Battle of Opposing Suns. The greatest of Demarian heroes, Altheor, self-destructs his flagship Honor Bound in the heart of an invading Nall fleet. The Nall are so impressed by his sacrifice that they call off the attack on Demaria.
  • 2346 CE: Demaria joins the Stellar Consortium.
  • 2348 CE: Ambassador Tuftear Footlander is killed by the Zangali Uboth Yolbrom on Mars, touching off the Demarian-Zangali War.
  • 2364 CE: The Demarian-Zangali War ends with the signing of the Treaty of Torricelli on Ganymede.

Geography

Alhira

Home to over fifteen million Demarians, the sprawling desert capital of Alhira is the main occupied city on the planet. It is situated among the Brakithira Hot Springs, in the shadow of the Stubtooth Mountains. As the heart of modern Demarian society, it boasts the world's largest spaceport, along with the Great Houses, the Temple, and Consortium embassies.

Sand Mother

The name given to the massive desert which spans much of the main continent. While dotted with small settlements and oases, it is mostly a barren wasteland of beasts and raiders.

Stubtooth Mountains

The mountain range south of Alhira. Snow exists on the northernmost peaks, while volcanic activity has been recorded in the south. It is home to a number of small mining communities.

Climate

Much of Demaria is a harsh hot desert with little rainfall and scorching summertime temperatures, though more temperate regions and rainforests exist south of the Stubtooth.

Biology

Flora

  • Bihar: Only the gentlest may handle the Bihar flower of Demaria, for it bruises easily. It makes a lovely sight when floated gently on a setting of water, but getting it inside is tricky. One hand must cradle it gently, not bruising it itself while the other must shield it from outside damages. Red is the more normal color, but on rare occasions, the plant will produce a blossom of almost the color of gold. No one knows why. The golden blossoms bruise more easily than even the red.
  • Mykir: A flowering plant that is the source of a deadly poison called mykiritox. The scent of the blooms themselves are thought to have a strong aphrodisiac effect on Demarians, however.

Fauna

  • Dribgib: A large, meaty bird that is native to Demaria's coastal regions. Resembling a Terran ostrich, this long-necked feathered beast that can reach up to eight feet tall has short, stubby wings that render it incapable of flight. Not to be thought of as slow, however, as it has been known to achieve running speeds upwards of fifty kilometers per hour. Dribgib is frequently sold at local Demarian restaurants and food stands, most often fried.
  • Grithu: On average, the chameleon-like grithu lizard of Demaria runs about eight inches in length. It is prized for its tusks, which are used in Demarian costume jewelry.
  • Jestleahna: A small desert rodent found throughout the world.
  • Padraki desert bumblers: Shaggy brown-furred bovine creature of Demaria with six legs and a whip-like tail, standing about six feet tall and four feet wide. Females are fairly docile until their offspring are threatened, then they turn themselves into furry battering rams. Males are typically mean-tempered anyway, and will find any excuse to try to trample a Demarian bumblekeep. Bumblers are a common source of meat for Demarians.
  • Sand dancer: About six inches long, this sandy brown desert menace of Demaria has eight legs, four frontal claws, a tough exoskeleton and a twin-barbed tail tipped with poison.
  • Sand eel: Found in pits throughout the Sand Mother, these deadly creatures are worm-like animals who trap their prey - be it sentient or otherwise - in the pit by puffing up sand until the victim is within gnashing distance. Then, the eel uses its poisoned barbs to subdue and, ultimately, kill the quarry. Demarian nobles often make the capture of a sand eel for their own home (considered a sign of good luck) a trial for their family. They then use the eels for entertainment, sending underclassers into the pits to try to steal the barbs.

Society

Detailed information regarding Demarian society and culture can be found on the racial page.

Roleplaying Locations

Alhira Spaceport Pad

Yellow dust swirls across the tarmac of the landing pad of the Demarian spaceport. In the distance, beyond a stand of blue-frond palms and an expanse of desert, rise the jagged gray peaks of the Stubtooth Mountains. A decontamination corridor leads into the spaceport, while another archway leads into the translocator room.

Alhira Spaceport Dome

Crystalline chimes ring and catch the light that shines from above through the airy glass pyramid that forms the lobby of the Alhira Spaceport. A decontamination corridor leads toward the shuttlepad and translocation facility. An archway leads into a dimly lit tavern. And another opens onto the street beyond.

Reflections Tavern

Floor to ceiling mirrors ring this spacious tavern, with long, padded benches for lounging and a scattering of tables and chairs, as well as a bar fronted by a dozen elevated stools. The tavern is decorated here and there with potted purple ferns and brightly clinking chimes. A small raised platform in one corner serves as a performer's stage.

The Velvet Pillow

The Velvet Pillow's namesake is strewn in numerous abandon about the main room, though the owner gave in and scattered a few silk and satin ones about too. The bar, rather than lining the edge of the room, is set in the center, an ellipsical affair with a thick column in the center and shelves fitted on it, well stocked with all the materials the bartenders might need. A large, wall to wall mirror lines the back of the room, etched with frosted designs of Demaria's histories and fables. Small, private booths and furniture line the outer areas of the room for those who wish more conventional settings, low, shaded lights creating personable pools of illumination around the bar and tables.

Glimmercoat's Bakery

The smell of freshly baked goods assaults the senses the moment one nears this bakery and restaurant. A glass display case showcases the many fine goods available for sale here, from small pastries, bagels, and donuts, to larger cakes, pies, fish rolls, and a classic favorite: ice cream. A small counter curving around from the main one provides access to the coffee and drink sales area. Several tables are scattered throughout the open floorspace, with a wider selection of them perched on the patio outside.

Alhiran Baths

A triple tier of black stone benches also serve as steps down into the crystalline pool of cool water that bubbles up from a spring that plunges deep into the crust of the planet. Denizens of Alhira - Demarian, primarily, but some other races are represented - frequent this place. Some lounge on the benches, while others splash lightly in the pool.

Temple of Brakiria

Rough yellow grit has intruded even into this holiest of sanctuaries in the city of Alhira. The massive obelisk is hollowed, with pillows for kneeling around the altar platform. Light angles into the great worship chamber through wide arched and open windows high above. Wind whistles through those openings. Nearby, an archway leads into a passage that reeks of salt and steam.

Arena of Altheor

Bright lights shine down from the arch of the high marble dome that rises above the combat arena. Dusty stone bleachers encircle the coliseum. At its heart is an iron battle cage where opponents can clash against each other. Vendors pass up and down the steps, offering refreshments. An archway leads out to the street.

Sewer Access

Brackish effluent, its stench thick and oppressive, gurgles past in the underground channel that feeds Alhira's sewage into the treatment facility outside town. The sloped tunnel walls end at ledges that are about three feet wide. Electronic lamps glow, lighting the way to a rough concrete bridge over the channel to a rowdy sounding tavern. A set of slick rock steps lead up to the clothiers shop's secret trapdoor. An iron door facing the bridge and tavern has a swinging shingle sign dangling above it, advertising a weapons shop.