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Green Planet

Planet Sphere

Planet Sphere (pronuncation:), also called Greensmount, is a planetoid located in the Outer Rim Territories of the known galaxy. It's precise location on any star map is currently unknown and the subject of little-known speculation amid sciguild scientists.

Access to this arid planetoid is granted via an ancient Jump Gate called The Redgate. The portal gate is located just outside of the Corellian System in the North Hermes Mysts

.

DescriptionEdit

Sphere is generally regarded as an arid desert at it's equator and a temperate grassland amid it's poles. The planetoid's unique physical properties and Force Sensitive rock formation have given it a mysterious place in the universe for millions of years.

Astrographical -

  • Region - Outer Rim Territories
  • Sector - Uncategorized
  • System - Uncategorized
  • Suns - 1 - Sphere Prime
  • Orbital Position - 3
  • Moons - 1 - Lunis Black
  • Grid Coordinates - Uncategoriezed
  • Rotation Period - 26 standard hours Galactic
  • Orbitial Period - 371 standard days Galactic

Physical -

  • Class - Terrestrial
  • Diameter - 11,000 km estimated
  • Atomsphere - Uncategorized, Breathable
  • Climate - Arid Temperate
  • Gravity - Flucuations Present
  • Primary Terrian - Rock Deserts, Rock Grasslands
  • Points of Interests -
    • 1.
    • 2.
    • 3.

Societal -

  • Natives Species - Uncategorized
  • Immigrated Species - Uncategorized
  • Primary languages - Imported Basic, various dialects and accents
  • Governments - Multi-State Theocracy
  • Population - 2.5 billion sentient
  • Demonym - Greensmount
  • Major Cities - 1, 2, 3,
  • Major Imports - None
  • Major Exports - None
  • Affiliation - Independent


OverviewEdit

Legends tell of the coming of the Nine Gods to Sphere in the Prime Dispensation of Time. Together the Nine Gods reforged this teifling and barren planetoid into something worthy of their presence and set upon it magistrates and guardians. The first of the five races.

Under the guidence of The Nine, Sphere prospered and developed obidience to the Gods and to the Mighty Force. When the Gods saw that the spirt of the planet obeyed they were pleased and gave the First Ccommandments to the five races. Then the Nine Gods gave their goodbyes and left Sphere to continue their divine journey's elsewhere. The five races presided over the planet in their absence with diligence and patience. Awaiting the eventual return of their first patriarches.

Sphere has been embraced by the galaxy since that time. Conquered twelve times throughout the Thriteen Dispensations of unrecorded history. Indeed, it is these conquests that define the Ages of this world. The Second Dispensation beginning at the first arrival of the original invaders. The Age of Strife followed shortly by the Age of Calm and then again repeating itself when the next group of offworld invaders arrived. This pattern is the Circle of Dispensations and as reoccured countless times. Strife followed by Calm. As such the planet Sphere is no longer the perfect world it once was. Now it is a hybrid of cultures, technology, peoples, animals, and vegative life. As diverse as the universe itself. Though hidden from it's view by the Nine Gods themselves. The Redgate Star-Portal keeping the universe apart from the maps of the past, present, and future.

During the last Age of Strife, called by the City-States as "The War of Black Clouds", Sphere was damaged forever. It's atomsphere being blackened for a time and it's equater regains being ravaged by war and famine. Now, as the tides of war have faded, the still tiefling world struggles to readapt to it's latest circumstances. Many have died, borders have shifted, and the guidence of The Nine is fading. Their world will never be the same.


The PresentEdit

Under the First Commandments of the Nine, the early villages thrived in their light until the land was bespeckled with several independent city-states. Though, where man walks, strife follows, and for generations, these tiny nations carved out a history of blood and betrayal built upon broken oaths and the sun-bleached bones of the fallen.

However, the fate of the land would soon change. Not fifteen years past, a new threat appeared without warning from the east. Armor-clad bi-petal warriors brandishing weapons that spewed streams of fire, fleets of behemoth airships belching oily smoke that would block out the sun for days at a time... A resistance was amassed, but to little avail, and it was not long before Tiber, once considered the most powerful of the remaining six Sphereian city-states, had fallen to the mighty Blacktide Empire.

As the empire’s dreadnaughts continued their march of terror across the blood-soaked grasslands of the north, the remaining nations put aside their differences and clandestinely joined hands to form a loose alliance to ensure they not meet the same fate, should the invaders turn their eyes southward.

Fortunately, the invasion never came, and just as quickly as it had arrived, the empire was gone again. Destroyed in one fell swoop by a small band of sword weilding Heroes from afar. However, echoes of the Blacktide's grim message rang clear in the hearts of Sphere's diverse peoples—its effect on them, profound and irreversible. The City-States would never be the same.

And it was thus that the Thirteenth Dispensation slipped into the Age of Calm, during which an uneasy peace prevailed.

To prepare for the coming storm, the first task of the newly-formed alliance was to fortify their defenses. In the previous era, few city-states maintained organized militaries, opting instead to hire the services of mercenaries and hedge knights to champion their causes. However, after the fall of Tiber, city guard units were restructured into legitimate standing armies which could be quickly called upon and mobilized if the need arose.

Unfortunately, this left a majority of the realm’s hireswords with nowhere to pledge their fealty, and with their livelihood ripped out from under them, many of these men and women resorted to acts of villainy to survive. For fear of the situation worsening and the land falling into chaos, several respected leaders from around the City-States gathered together and formed a network of guilds to provide these lost souls with the opportunity to redeem themselves by aiding others.

Through the foresight and resolve of these leaders a new industry known as “Crystal Questing” emerged, its advent helping usher in the current era—an era of hope in a time when shadows of uncertainty loom ever closer.

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