Continents of Geba

The planet itself, then its eleven inhabited landmasses and the Uncharted. Start with Geba, or choose a continent.

Planet Geba

The Failed Star, the Parent of Children

Classification
Brown dwarf, a body that gathered enough mass to compress its core but never ignited
Radius
88,971 km
Surface Area
~99.5 billion km²
Children
Three Child stars, Izhara, Zhaerys, and Saethern, orbiting in a stabilized braid
Day
32 imperial hours, set by Izhara's passage over Karesh
Year
520 days, 16 months alternating 33 and 32 days
Population
~71 billion
Continents
11 inhabited, plus the Uncharted

Geba is a brown dwarf, a body that gathered enough mass to compress its core but never crossed into sustained fusion: a failed star turned into a world. Its radius of 88,971 km gives it a surface of roughly 99.5 billion square kilometers, of which the eleven inhabited continents together account for less than a tenth, while the Uncharted alone covers more than seventy percent. The conditions that made any of it survivable were engineered by the Velcrith over an unknown span, long before biological life ever touched the surface.

Three Child stars orbit it in a stabilized braid, and nearly everything about daily life on Geba follows from them. There is no global day and night. Light here is regional and geometric, decided by where a place sits beneath the three shifting paths, which is why two regions at the same hour can stand in searing brightness and dim cold at once. The relay network is the only reason a civilization of seventy-one billion, spread across these distances, functions at all.

Gravity

An unmodified brown dwarf of this size would crush anything alive under gravity dozens of times past what a body can survive. The Velcrith restructured the interior, converting the dense core into graduated density shells and pushing mass outward, lowering surface gravity without shrinking the world. The three Child stars help hold it to a livable weight: their combined tidal pull draws outward on the upper layers in a pattern that shifts as they move, so gravity is not even uniform, running lighter on coasts and low ground than in the deep continental interiors.

The result is elevated but survivable, and every population on Geba carries denser bone, thicker muscle, and more efficient hearts than a gentler world would ever demand, with the Ngorrhali of the stratospheric passes at the far end of that adaptation.

The Braid and the Light

Izhara, white-blue and closest, drives the 32-hour day and the storm systems. Zhaerys, orange-red and slower, steadies the seasons, and where its plane overlaps Izhara's the doubled light scorches the ground beneath. Saethern, silver and fixed above the south pole, never sets in the far south and sinks toward the horizon as you travel north until it vanishes entirely.

Some regions live in perpetual twilight, others cycle through overlapping colors as different stars pass overhead, and every continent in this codex carries an illumination as distinct as its climate. It is why the continents below run from the scorching deep inland to the frozen 60-below reach of Ukhaalstaag, each one set less by latitude than by which stars stand over it.

Scale

The Geba continent, the center of civilization for six thousand years, is the smallest inhabited landmass at about fourteen million square kilometers, while the single Thazvaar mass, the largest inhabited continent, runs near five billion. The Uncharted dwarfs them all at over seventy-two billion. The highest peak on the planet reaches 47,200 meters, the oceans average past sixty kilometers deep, and the deepest surveyed trenches fall beyond three hundred, far past the reach of any technology that exists.

Peoples and Life

Every human line on Geba, Geban, Thazvaari, Yuvaari, Ngorrhali, Jeyrhan, Berinese, Kelan, Ukhaal Walker, and Neron, is a product of regional adaptation to Geba's extremes. Its fauna runs from the goldenwings of Yuvaar to the titanbirds and the burrowing behemoths, and its flora grows toward the planet's shifting light in forms found on no other world, because there is no other world quite like this one. Choose a continent below to begin.

Geba

The Imperial Heartland

Size
~14 million km², the smallest inhabited continent
Population
~7 billion
Demographics
5:1 to 8:1, the least severe imbalance on the planet
Capital
Karesh
Climate
Temperate overall, the one continent where every weather appears in moderate form, warmer and greener toward the east and southeast, cooler toward the west and northwest, and nothing anywhere near the extremes found elsewhere on the planet
Terrain
Worked, rolling country with few true mountains and none above 12 km, the highest anywhere on Geba being a distant 47,200 m elsewhere; the clearest waters on the planet lie off its southeast
Relay Coverage
Two mega relays, at Karesh and Therik, plus several large hubs
Neighbors
North of Jeyrha, south of Kharan's Gulf and Coastal Thazvaar
Waters
Ngorrhal Ocean to the west, Geban Sea to the east and south

Geba is the origin continent and the smallest inhabited landmass on the planet, and for six thousand years it has been the center of everything. Vaer'karesh welded the five nations that once divided it into the first empire, forcing one language and one identity by conquest, and though those nations are gone their bloodlines still run in every generation. The capital of Karesh was raised by Empress Vaer'yinda on ground she purged of all life as a gift to her father, and the imperial day itself begins and ends when Izhara passes over the continent.

It runs as a capitalist society with visible wealth classes and the strictest laws on the planet, though enforcement has limits the relay never shows. No syndicate operates openly here, yet the Jerhit Syndicate has threaded itself into the legitimate economy through constructed identities, and trafficking supply chains reach into the capital itself. Geba is where everyone with no further path but a will to earn comes: veterans, expedition mercenaries, Yuvaari hunters, Ngorrhali fighters, all converging on Karesh to make the most varens possible or to train the next generation of contractors.

Temperament & Belief

The Rite House of He Who Allows is the official faith of the capital and the source of most planetary law, followed by billions here by default even though Veyan Thought is what most actually believe. Geba holds the largest Engineered population on the planet, around 320 million, living openly among natural-borns in the hubs and markets.

It is also the heart of the centralization question. The organized reformist movement is four-fifths imperial Geban, the people who most remember what a center felt like, even as the continent profits more than any other from the decentralized world it says it misses. A citizen can build a life here without turning to corruption, but it takes a rare kind of person to do it.

Cities & Landmarks

Kareshthe capital, and the center of the planet

Karesh is the gravitational center of Geba and, by extension, of the world. More than three in ten of the continent's people live within reach of its mega hub, imperial time is measured from it, and it enforces the strictest laws anywhere. It is the city everyone with nowhere left to climb comes to climb anyway, where Yuvaari hunters, Ngorrhali fighters, combat medics, and airship pilots all arrive to train the next generation and take the largest contracts the registry offers.

It carries the largest Engineered population on the planet, and it is normal to see them in the relay hubs and residential districts. The center of advanced medicine moved here from Jeyrha long ago, not because Karesh was more capable but because it simply had far more people who needed it.

Thalorynthe ruin that was never rebuilt

Thaloryn was the ancient financial power among the five nations and the first to ally with Vaer'karesh, and it sits half in ruins to this day, deliberately never rebuilt so the wars that forged the Empire could not be forgotten. It remains the global center of art and ethics, a role it inherited after the destruction of Midreach Lira.

The Thaloryn Wanderer, a figure out of pre-imperial folklore, is said to haunt its broken structures, and the old story has taken on a darker weight in the modern era as criminal groups adopt the Wanderer's likeness before carrying out violence.

Therikthe port everyone leaves through

Therik is the southern port, built around the continent's second mega relay, and it carries a staggering eight percent of all air and sea traffic on the planet. It descends from the hated nomad-trafficker nation of Therik, who joined the Empire last and only because its infrastructure let them leave the continent more easily. The nation that wanted nothing but to leave became the place everyone leaves through, working and transient and never still.

Varenaeverything that is not a city

Varena is the countryside, the whole rural body of the continent. If you are not near a hub, you are in Varena. It is the founding nation of builders and farmers who held the most land and the most people and never wanted a capital, and it was their descendants who raised the relay network and the capital itself. Southern Geba, part of Varena, holds more Jeyrhans than Gebans, drawn up from the south long before the Empire ever reached Jeyrha.

Midreach Lirathe martyred sacred state

Midreach Lira was the state built by Princess Lira, the first Seraveth Vessel of the imperial line, under separate governance because the centralized system was never enough for what she wanted: a place where the law served the population rather than the bloodline. The Church of the Infinite Maw destroyed it at the very onset of the Infinite Maw Conflict. It stands rebuilt now under the Church, a black spire marking the old capital, the single act that began the war.

Coastal Thazvaar

New Geba

Size
The southern coast of the ~5 billion km² Thazvaar landmass
Population
~13 billion
Demographics
~25:1, the planetary average
Capital
None; a fully integrated imperial province. Kharan's Gulf is its largest city
Climate
Very hot, humid, and bright along the coast, tropical to subtropical, drying out toward the east; controlled jungle rings the wealthy clearings
Terrain
Low tropical coast and river country threaded with humid vegetation, with no true mountains; the old Dominion rail and water systems still run through it
Relay Coverage
Multiple mega relays and hubs
Neighbors
South of Inland Thazvaar, the only safe overland route into it; across the Geban Sea from Geba
Waters
Old Dominion Sea to the south, Geban Sea to the west

Coastal Thazvaar is the fully integrated southern coast of the former Thazvaari Dominion, once the naval and technological heart of that power, conquered after decades of war and assimilated so completely that hardline imperials call it New Geba. There is no ethnic or linguistic divide left. Thazvaari as a language was absorbed into imperial, children play in mixed communities, and the line between Geban and Thazvaari identity has dissolved into something that belongs to neither and both.

The Dominion's rail and water systems were the most advanced on the planet at conquest, moving people and goods at speeds still hard to match while carrying hydropower and irrigation along the same routes, and the Empire adopted them everywhere. This is the only safe road into Inland Thazvaar that does not cross the Berinu Islands or circle the planet, and it holds some of the most luxurious cities on Geba beside some of its poorest slums, a pressure that produces artists and athletes trying to escape poverty without joining the inland syndicates.

Temperament & Belief

Culture here is the merged Geban-Thazvaari identity at full volume: the Scarlet Verse, women-led festivals of ritual and endurance, and the Thazvaari Ascension, a vertical combat sport descended from Dominion boarding drills, both alive in the streets and drawing constant crowds.

Politically the wealthy are firmly against centralization, since redistribution would end the life they have built and they have the resources to make that opposition effective. Beneath the opulence the criminal economy never stops; Vinscel documented open daylight auctions of drugged captives in the Gulf's luxury districts, hundreds walking past without a question.

Cities & Landmarks

Kharan's Gulfthe largest city on the planet

Kharan's Gulf is named for Kharan Khatan, the most feared pirate warlord of pre-relay Geba, who fortified the inlet as a last stand against the Dominion. It was the site of the final siege of the Geban-Thazvaari War, where Emperor Venar'Tal Kareth executed King Hies and took Queen Nethelys as his wife.

Today it is an enclave of ultra-luxury for the planet's wealthiest, glass and stone and gold stacked down through every tier to the poorest. It is the single largest city on Geba, and it holds wealth and rot on the same coastline: high-stakes crime and political maneuvering run openly beneath the opulence, in daylight, with no one asking.

Auren's Tributarythe city that held

Auren's Tributary is an ancient imperial coastal city near Thazahd that had never fallen, until a full warlord coalition launched an omnidirectional assault, striking from outside and within at once and killing anyone who could raise an alarm. The fighting lasted two hundred days, and the first three were the worst.

Fighters came to hold it not for any banner but for the civilians inside, and it was here that Brannok'Drekan advanced shirtless under artillery with an airship-mounted array in his hands, holding a line until extraction. Vinscel filmed it, and in an era drowning in broadcast atrocity, the footage of one man holding for the people behind him became the most-shared broadcast in the history of the relay.

Thazahdthe Maw's Crown

Thazahd sits on the gulf and the western Berinu mountain border, a permanent grey-zone transit warzone through the Warlord Eras where armies passed in both directions and civilians could neither leave nor stop the fighting from moving around them. It is where Zairen Vaul saw the Entity appear, and where he rebuilt his ruined birthplace into the Maw's Crown, the central seat of the Church of the Infinite Maw, a black spire raised on a seized ancient mega-spine, austere and deliberate rather than ornamental.

Inland Thazvaar

The Unsolvable Problem

Size
The giant central landmass, the largest inhabited continent, part of the ~5 billion km² Thazvaar mass
Population
~9.75 billion
Demographics
40:1 or higher
Capital
None; ungoverned. Tolarg, the old inland imperial capital, is the only city considered safe
Climate
The open inland is a burning desert, freezing in the northwest and hot and humid in the southwest; the deep interior, the far center, is scorching well beyond any of it
Terrain
Desert broken by colossal mountain ranges, with oasis-jungles inside the Teytan territories and ancient dormant mega-relays; canyons in the deep interior are thought to descend toward the Uncharted
Relay Coverage
Several ancient mega relays from the Era of Absolute Expansion, many dormant
Neighbors
North of Berinu and Coastal Thazvaar, northwest to Kela, north and east to the Uncharted
Waters
Landlocked at its core; gulfs and the Old Dominion Sea edge its south

Inland Thazvaar is the immense, ungovernable heart of the planet, and it is a terrible place. Its scale alone defies control, fractured into deserts, jungles, and mountain ranges that swallow armies, relays, and intention alike. The problems here predate the Thazvaari Dominion and outlasted its fall, and even the Geban Empire at its height could not pacify it. For much of imperial history the capital believed the inland was as settled as the coast, until Prince Ashan'Raeth Vareth crossed it and proved that belief false.

Relays decay, airships vanish, and syndicates rule through constant war over territory, energy, and trade routes. This is the primary theater of the Energy Wars, the managed permanent conflict that generates revenue and upward mobility: a corridor opens, a relay goes up, and if it holds long enough to anchor it becomes a hub, then a clearing, then an economy, while the same contract boards that fund one crew may be bankrolling the one across from it. Imperial law is stretched so thin here that it simply does not reach. And all of that describes only the open inland; the deep interior, the far center, is a harsher country still, one no power in recorded history has ever entered and held.

Temperament & Belief

Belief here is doctrine turned to survival. The Teytan, a separatist state of thirteen million, applies the First Doctrine of Blood Royal literally, recognizing no one outside its borders as having any standing at all, and runs the largest trafficking networks on the planet under that logic. The Jerhit Syndicate holds the southwest, the Children of Kharan move most of the inland's illicit goods, and the Church sends small armed teams after ruins and artifacts.

Among the civilians crushed beneath all of it, a real share quietly want centralization, not out of ideology but because they want someone, anyone, to come and destroy the syndicates that own their lives. No power in recorded history has ever governed this place. The Dominion could not. The Empire at its height could not. Scale and terrain make it unsolvable, and everyone who lives here knows it.

Made by the stars, not the map. This desert is a product of stellar exposure, not distance from water. Where Zhaerys's slow path aligns over Izhara's belt, the doubled light drives the most extreme surface temperatures on the inhabited planet, and it is the deep interior, not the open inland, that takes the very worst of it.
Cities & Landmarks

Tolargthe only safe city of the inland

Tolarg was built by Emperor Venar'Tal Kareth to honor his father, the old inland imperial capital from when the Empire still believed it would bring order to the interior. It is the only city in the entire inland considered safe. Its defenses are massively oversized, its people covered by constant Scout patrols even far out in the distance, and it sits between two great arrays that reach the coastal networks. It is the imperial dream of order, surviving in a single defended point on an ungovernable continent.

Nethelysthe ancient mega-hub

Nethelys is one of the oldest Thazvaari cities, its name echoing the old Dominion queens, and it is now the critical relay hub that ties Tolarg's arrays into the coastal networks. Ancient, austere, and indispensable to modern connectivity, it is old Thazvaari stone carrying the signals of the present world.

Terraveththe dead city under the contested spine

Terraveth was annihilated some eight thousand years ago when a Terraveth Behemoth surfaced through its buried eggs. A mega-spine was later raised over the ruin, and it has been fought over ever since: an irreplaceable relay standing on a legendary graveyard in active Behemoth burrow territory, a perpetual warzone above a mass grave.

Jerhitathe untouchable

Jerhita is where the Jerhit Syndicate originates, so isolated in the far east that even the Dominion never controlled it. Private relay tech, hidden opulence, the syndicate palace and everything beneath it, wealthy and self-contained and untouched by the Geban-Thazvaari War, the Fracture, and the Warlord purge alike. Nothing on the planet has ever reached it.

Feraazthe watching city

Feraaz was founded by Imperator Kenez'Feraaz, architect of the Bare Hand, where inland lawlessness meets assimilated territory. Visitors say people do not speak in its streets, and that you feel watched from the buildings. It was built in the image of the man who made the art of the unseen operative, and it feels exactly like that inheritance: silent, surveilled, eyes behind every window whether they are real or not.

The Deep Inlandthe far center, not a direction

Deep Inland is not a compass point, it is the far center of the continent, ground so distant from any coast that anchoring permanent infrastructure is impossible. No relays hold there and nothing stays, and it runs far hotter than the open inland already is, exposed to Izhara for enormous unbroken stretches, with mountain ranges that erupt straight from the sand and swallow the horizon. By every measure available it is the harshest inhabited ground on the planet, if it can be called inhabited at all. The open inland is a punishing desert; the deep inland is a different order of thing.

At its heart lies Thazitan, pre-human ruins that seem older than humanity, tied to canyons and caverns thought to descend toward the Uncharted itself. Haavu Project Permeance works those canyons in the belief that they reach the Uncharted through the interior, and the Church sends small teams after whatever the ruins hold. Everyone else stays out.

Berinu

The Beautiful South

Size
~800 million km²
Population
~27 billion, the most populated continent on Geba
Demographics
~90% female, roughly 9 women to every man
Capital
Binol (formerly Sefol)
Climate
Warm and rain-soaked; the continent spans so much ground that conditions shift widely across it, but the rain is constant
Terrain
Fertile valleys, forested lowlands, and mineral-rich deltas, walled from Thazvaar by mountains over 5 km high that make the northern border impossible to police
Relay Coverage
Strong across the populated south; the mountainous northern border lies beyond it
Neighbors
South of Thazvaar, east of Geba, north of the Berinu Islands
Waters
Saethera Ocean to the southeast, Manalheim Ocean to the southwest

Berinu is the most populated continent on Geba and the great green expanse of its south, a warm, rain-fed land of fertile valleys, forested lowlands, and mineral-rich deltas walled off from Thazvaar by mountains more than five kilometers high. Its people were farmers, hunters, and worshippers of He Who Allows until Thazvaari criminal networks arrived offering technology as false aid and hollowed the old order out from within. When Berinu asked the Geban Empire to intervene in the war with Thazvaar, liberation came fast, and rather than be occupied Berinu chose to assimilate, trading its corruption for imperial order while keeping the autonomy it holds to this day.

Imperial conquest set the shape of everything that followed. Its neighboring Berinu Islands were made the largest naval base on the planet, and the Berinese Naval Engineering Guild has led Geban naval technology ever since. That same conquest deepened an old wound: the execution of conquered males compounded a gender imbalance that already ran severe, and today some twenty-four of Berinu's twenty-seven billion people are women. Berinese women are held to be the most beautiful on Geba, and their steady movement into other populations feeds the Maiden's War, the unending conflict between Berinese and Thazvaari women that began in the Era of Late Conquest and was never formally brought to a close.

Temperament & Belief

Berinu keeps to Veyan Thought like most of the planet, with Saodeh training communities scattered along its coasts and the largest concentration of False Vessel cults anywhere on Geba seated in its interior. Its politics run reformist. Roughly three quarters of the mainland, some twenty billion people, voice sympathy for a return to centralized imperial rule, driven far less by ideology than by the suffering of the northern border and a simple wish for someone, anyone, to answer it.

That sympathy rarely hardens into anything organized. Most Berinese nod along to the reformist broadcasts between relay programs and go back to their work. Their men, given over to the sea and its ports, largely regard the Maiden's War as beneath them, while Berinese women carry a planet-wide name for industriousness, warmth, and the cooperative temperament that holds a polygamous household together.

Cities & Landmarks

Binolcapital on the water

Binol is the capital, and it sits on the water. Ask anyone on the far side of the planet what they know of Berinu and they will tell you about its men, because Binol is where the men are. They build ships. They sail. They perfect naval technology that the rest of Geba buys and copies, and they hold themselves apart from the Maiden's War that consumes the women of the north. In Binol's ports the pursuit of another man is prized as the higher and more masculine act, and this is no modern affectation. In a society that has always been overwhelmingly female, the pursuit of another man was simply the rarer and harder thing, and rarity became worth.

The consequence is written across the whole continent. Berinese women remain available to the men of every other landmass because Berinese men have made their own absence permanent. Binol held through the Warlord Eras when cities many times its size did not, and it is still the loud, bright, water-threaded heart of the south, alive with a color the rest of the planet files under Berinese without ever quite being able to reproduce it.

Sefolfirst capital, preserved by distance

Before Binol there was Sefol, the original seat of Berinese power, set inland at the center of the continent. It should have burned like everything else did during the Warlord Eras. It did not, and the reason is almost insulting in its plainness: reaching Sefol cost any warlord more than Sefol could ever return. The land around it is poor and the distance is long, and no army could make that arithmetic work, so the old capital was spared not by its walls or its defenders but by its own inconvenience.

What survives is a city preserved by neglect, its deep historic color gone stately with age, the architecture of an older Berinu still standing because destroying it was never worth the march.

Bessonawhere the purge landed

Bessona is the last great hub on the Berinu side of the mountains before the land climbs into Inland Thazvaar, and it was once home to close to three billion people. During the Warlord Eras it became the site of the atrocity that proved the worst was possible. A collective of female warlords, drawn from a death-cult subsect of the Unbound and a smaller sect of cannibals, took the city and killed every woman and child who could not escape it, then broadcast what followed to the entire planet on purpose. Bodies were worked into trophies, captured men were forced to take part, and the whole of it was transmitted as what the warlords called the ultimate act of allowance. The Engineered living in the city were the only force that came close to stopping it; the women among them stayed and fought and bought the time an extraction needed while the men carried out as many civilians as they could hold.

A male population boom followed the purge once the era ended, and life returned to Bessona, but its history could not be scrubbed out of it. Visitors still describe a wrongness there that no other place on Geba carries, something in the color and the weight of the air beneath the mountains, and no amount of rebuilding has ever fully lifted it.

Bernoha Nolenter and do not leave

Bernoha Nol died when the Berinu Islands mega-spine fell during the Warlord Eras. The spine anchored the archipelago's connectivity, and when a warlord brought it down the cascade rolled onto the mainland and killed nearly every civilian in the city. What refilled it afterward is stranger and more dangerous than what was lost.

Native Berinese live in Bernoha Nol now, but the jungle pressing in around it belongs to hostile cannibal tribes and to fauna that treat a person as food, and the boundary between the two is the city's edge. Inside the streets you are safe. Step past the treeline and you are in tribal, cannibal, predator country. The city carries a reputation to match: you can visit Bernoha Nol, but you do not leave it. It is an island of bright Berinese life ringed by genuine, primal dark, the town glowing and the forest around it black.

The Northern Corridorbeyond the last map

North of Bessona the maps stop meaning much. The border Berinu shares with Inland Thazvaar runs through mountains no army can hold and no law can reach, and it is the worst trafficking corridor on the planet. The arithmetic that keeps it open is simple and horrifying: twenty-seven billion people on the Berinu side, ninety percent of them women, pressed against a Thazvaari interior running past forty men to every woman, with only ungoverned peaks between them.

Vinscel documented disposal fields in the grey zone here, where chemically accelerated remains were farmed beneath Saethera Shadegrass and the blades harvested and sold into open markets without anyone asking why the grass grew where it did. Networks the size of Kayen'Shetan Insan's move captives through it at intercontinental scale. It is less a place than a wound, one that has had generations to learn how to stay open.

Berinu Islands

The Naval Bastion

Size
~200 million km², an archipelago
Population
~10 billion
Demographics
~9:1, mirroring the Berinu mainland
Capital
Mata'Tal (naval and administrative), Suhu (trade)
Climate
Hot and humid throughout and storm-prone, with frequent cyclones, storms, and tidal surges; the waters off the western island and the eastern island differ sharply
Terrain
Coral reefs, volcanic spires, terraced lowlands, and nutrient-rich deltas, low-lying and prone to flooding
Relay Coverage
A single megaspine anchors the whole archipelago
Neighbors
Between Berinu and Jeyrha, above northwest Saethera
Waters
Manalheim Ocean west, Saethera Ocean southeast, Geban Sea north

The Berinu Islands are the crossroads of the planet. Willingly assimilated into the Empire after liberation from Thazvaari criminal control, their position is the thing that turned the Geban-Thazvaari War: they became the largest naval base on Geba, and over the millennia that origin grew into something far larger. In the modern era every secure route from west to east across the Geban Sea passes through here, and everyone from everywhere comes to the Islands at some point for something.

Ten billion people live across the archipelago, drawn from the same overwhelmingly female population as the mainland, and it is the most diverse place on the planet, the one point through which trade, military logistics, cultural exchange, entertainment, detention, and global transit all converge. The Islands host the Yuvaar Games from their remote reaches, and every high-profile criminal and ex-warlord spared execution is held in fortified underwater facilities beneath their waters.

Temperament & Belief

The Islands are their own thing and they know it. Their naval culture has run independently since before the Empire existed, and they are entirely against any return to centralization, which would set a capital over the crossroads they already run themselves.

Everyone passes through, so everyone's beliefs pass through, and the archipelago wears all of them lightly. It is a place defined less by a single conviction than by motion, commerce, and the quiet certainty that eventually the whole planet comes to you.

Cities & Landmarks

Suhuthe trade hub

Suhu is the dense mercantile heart of the archipelago, the point through which commerce between Berinu, Jeyrha, Thazvaar, and Geba has moved for millennia. Every route from west to east across the Geban Sea concentrates here, and everyone comes through Suhu for something. It was also the first true warzone of the Warlord Eras, and when the mega-spine fell it drew all of its connectivity from that spine and went completely black; crowded, connective, and commercial, it is the planet at its most in-motion.

Mata'Talthe old naval capital

Mata'Tal is the old naval capital, and when the archipelago's mega-spine fell in the Warlord Eras it proved able to sustain its own infrastructure and route around the loss while Suhu went dark. It is the fortified naval and administrative anchor of the Islands, where their military logistics and the underwater detention of spared ex-warlords and high-profile criminals are run, engineered docks and defensive lines built out over the water.

Jeyrha

The Green Jewel

Size
~110 million km²
Population
~3 billion
Demographics
More women than men, but far less severe than the planetary average
Capital
Reykhaal and Reyhuul, under the oligarchic Haavu family
Climate
Lush and warm the year round, green under strong Izhara and Zhaerys light, with fungal forests in the far south beneath Saethern's fixed glow
Terrain
Tropical forest, engineered reefs, and vast inland fields sustained by ecological engineering; no severe elevation, the land shaped more by its bioengineers than by its geology
Relay Coverage
A single mega relay and several large hubs
Neighbors
Southwest of Geba, south of Ngorrhal, west of Berinu, north of Manalheim
Waters
Ngorrhal Ocean north, Manalheim Ocean south and southwest

Jeyrha is the Green Jewel of the Empire, and it was never conquered. It assimilated peacefully during the Imperial Conquest when Xerik Haavu designed the Haavu Cannon Systems and secured integration without a shot, raising the Haavu family to the most prominent non-imperial line on the planet. Its naming conventions were never replaced, its population never culled, and its gender ratio is less severe than the planetary average as a direct result. The entire planetary relay network even traces back to a Jeyrhan descendant, Architect Varenth Solarn.

It is the undisputed leader in biological sciences and ecological engineering, home to the planet's premier guilds and the Jeyrhan Bio-Engineering Consortium, which leads planetary advances in weapons, vehicles, energy, and intelligence. Children here grow up learning far more than cellular principles, and Jeyrha produces a share of the planet's bioengineers wildly out of proportion to its size.

Temperament & Belief

Governance is oligarchic, dominated by the Haavu family and a handful of established houses who hold power through methods outsiders rarely understand until they have already been destroyed by them. Veyan Thought runs deep, festivals of art and indulgence pulse through the cities, and substance use that is criminal on Geba is legal and public here.

Jeyrha is overwhelmingly against centralization. Its entire economy runs on the decentralized manufactory structure, and the families who profit from it have no intention of handing it to a capital. Open to foreigners and precise in everything, it remains a beacon of harmonious integration, and of power exercised so quietly that its rivals rarely see it coming.

Cities & Landmarks

Reykhaalthe academic city

Reykhaal is the intellectual heart of the continent, built around massive academies that train the planet's elite bioengineers and artists, the most refined urban environment on Geba. It pulses with hedonistic festivals of art and indulgence, pale jade and soft light amid lush greenery, a city where refinement and appetite are the same pursuit.

Reyhuulthe mechanical city

Reyhuul is the pragmatic, labor-and-machine counterpart to Reykhaal, and a direct imperial trade hub. Its small civilian population famously defended its own land during the Warlord Eras with self-built machines, no military or mercenary support needed, and proved far deadlier than its size suggested. Green and mechanical, precise, it is where Jeyrha builds rather than theorizes.

Reyadaernamed for Prince Daer

Reyadaer was a center of elite research and education, its population once heavy with children and adolescents, ringed by high-powered relays. It was taken by direct assault in the Warlord Eras and spared no one, then rebuilt afterward into an ethnic mixture resembling Coastal Thazvaar, and that blending is exactly what made it strong for trade once the warlords were gone. Scholarship, tragedy, and mercantile revival layered together.

Reysaahwhere the era began

Reysaah was a quiet, relay-connected countryside city, and it is where the Warlord Eras formally began, taken from within by patient infiltration until the population had been fully turned. It was also the single exception to how the era ended: the warlord who held it surrendered peacefully, the only case of its kind, and was exiled to Ukhaalstaag. Three quarters of the city followed him into exile. What remains is a once-idyllic Jeyrhan green gone hollow and depopulated.

Maorfestivals and racing

Maor is a Jeyrhan city with a slightly higher male ratio and a center of festivals and Tour Racing. It carries a scar from the Warlord Eras, the first city ever taken by the female warlords, but in the modern era it is known for celebration, racing, and indulgence, the wound long since buried under color and noise.

Riukxothe quiet refuge

Riukxo is as close to safe as the planet gets for raising a family without living under Karesh's rigid laws. Almost no contractor presence, no industry, no relays of its own, and, by every account, boring, and that boredom is the entire appeal. Ordinary domestic life rendered as a luxury, for the few who want exactly that and nothing more.

Ngorrhal

The Sentinel Range

Size
~500 million km²
Population
~150 million
Demographics
Slightly more males than females, one of only three continents where this holds
Capital
None; organized by Pass rather than by city
Climate
A narrow band of temperate ground in the far south, near 20 down to 5 degrees, and beyond it some of the harshest cold on the planet: alpine to subpolar, ice storms and stellar winds, and weather turned outright unnatural near the great relay arrays
Terrain
Stratospheric peaks and megafault ranges, the highest inhabited surfaces on Geba; Izhara reaches the lower passes but the summits never leave shadow, lit only by the orange-red of Zhaerys
Relay Coverage
The largest and oldest operable relay infrastructure on Geba, older even than Geba's
Neighbors
South of Kela, east of Ukhaalstaag, far north of Jeyrha
Waters
Tharyn's Rest on the western coast, Ngorrhal Ocean southwest, Geban Sea east

Ngorrhal is the western alpine continent of stratospheric peaks. During the Early Dominion the Empire intervened in a brutal Ngorrhali civil war, and War Chief Tharyn'Bregun allied with Prince Vaer'gidon to end it; in exchange for survival the Ngorrhali fully assimilated and became the second most populous group in the imperial capital, their greatest warriors named Frost Sentinels and their ancestral names erased forever. When Gidon and Bregun died together fighting Ukhaal Walkers, their shared sacrifice turned an alliance into something unbreakable, and Ngorrhali physiology later became the genetic foundation of the first Engineered.

Most of the Ngorrhali migrated to Geba over the millennia, leaving roughly a hundred and fifty million behind, but the mountains still hold the largest and oldest working relays on the planet, older even than Geba's, and engineers come from everywhere to test experimental arrays against them. The Ngorrhali still return for their ancient rite: crossing oceans to Ngorrhal, surviving an unfamiliar land, killing a Greater Smilohound with bare hands, and hauling its four-tonne carcass back across the sea.

Temperament & Belief

The Ngorrhali believe they can thrive under any conditions, and they have proven it from the passes to the capital to the contractor corridors, which is why they stay neutral on the centralization question that grips the rest of the planet. Warrior paths remain culturally favored, though the young may pursue politics or engineering, and the Severan warrior faith runs strong among Frost Sentinel descendants.

Loyalty to the Empire is less a politics here than an inheritance, sealed in the deaths of Gidon and Bregun and carved into the district the Ngorrhali were granted in the capital, where a statue of the two shaking hands stands at its entrance.

Weather made by machines. Ngorrhal carries the largest and oldest working relays on the planet, built higher and larger here than anywhere else, and around the heaviest of them the sky stops behaving like weather. The microwave fields thrown off by the great arrays grow dense enough that some regions can be approached from only one direction while the rest cooks whatever tries. Varenth Solarn's first ultra-high trials drove a relay hard enough to tear an artificial geomagnetic storm out of the air and die inside it, and near Nsameina those same fields annihilated an army. A faint energy haze hangs over the worst of it. This is infrastructure shaping the air, not climate.
Cities & Landmarks

The PassesNorthern and Western

Ngorrhali society organizes by Pass, not by city. The Northern Pass cultivates and builds; the Western Pass hunts and explores; and it was their union under Bregun that ended the civil war and removed the Thazvaar-aligned Northeastern line forever. They are monumental cold-mountain settlements clinging to megafault ranges, iron and stone and heavy hide, home to a people who furnished the Emperor's royal bodyguards and the blood that became the Engineered.

Nsameinathe extreme relay fields

Nsameina is a site of relay activity so intense that approach is possible from only one direction. During the Warlord Eras the microwave fields and the geomagnetic pressure of the elevation killed a warlord army in the millions here, their remains found frozen and scattered long after, undone by the wall of energy before any local or beast ever reached them. Towering arrays over snow and rock, a faint energy haze in the air, awe and lethal power in one place.

Tharyn's Restthe sea that carries a name

Tharyn's Rest is the sea on Ngorrhal's western coast, named for where War Chief Tharyn'Bregun was buried. It is not a settlement but a named, story-bearing body of water, cold grey-blue under Zhaerys, carrying the weight of the alliance that Bregun and Gidon sealed with their shared death. It is rendered on every serious map of the continent because of what it holds, not because anyone lives on it.

Kela

The Northern Polar Land

Size
~45 million km²
Population
~700 million
Demographics
Roughly 3:1 in favor of males, the most extreme male skew on the planet
Capital
New Auren
Climate
Polar and snowbound, roughly 40 down to 10 degrees below zero, snow that effectively never stops, with ice storms and wind tunnels; Izhara barely reaches the latitude, so Zhaerys gives most of the light in an orange-red haze
Terrain
Frozen plains, polar shelves, and geothermal vents; in the far north the Uncharted's mountains loom so vast they read as near from an immense distance
Relay Coverage
No native relays; relies entirely on Ngorrhal's infrastructure
Neighbors
North of Ngorrhal and western Inland Thazvaar; bordering the Uncharted to the east
Waters
Geban Sea southeast, Uncharted Deep east

Kela is the vast northern polar frontier, a land of frozen plains, polar shelves, and geothermal vents, and it is one of only two landmasses joined to the Uncharted by land, the only one whose approach will not simply kill you for trying. Most of its seven hundred million people came from somewhere else, because the frontier draws outcasts, fugitives, ex-warlords, and engineers, and the overwhelming majority of them are men, giving Kela the most extreme male skew anywhere on the planet.

Autonomous colonies established in the Era of Late Conquest still serve as refuges from imperial oversight. The Kela Maritime Guild builds the planet's finest underwater and subsurface technology, Ioe Jerhit founded mercenary companies here to escort settlers and hunt fugitives, and Energy Wars contracts on Kela are aimed at the one thing the continent is really for: pushing into the Uncharted and finding new sources of energy.

Temperament & Belief

Kela is a hard place and its people want the supply lines a distant capital could bring, so over half the population supports centralization reform, more than almost anywhere else on the planet. It is a continent of outcasts and the self-reliant, though, and the same isolation that makes them want help is what has kept help away.

The difficulties here are a matter of geography that no government, centralized or not, has ever solved. Kelan resilience turns the deadly cold into home, and the prevailing conviction is a plain one: skill and grit outlast size, and the frost belongs to whoever refuses to leave it.

The northern horizon. In the far north, where Kela meets the Uncharted, that continent's mountains stand so impossibly large they read as near even from an enormous distance, a wall of peaks that never seems to grow closer no matter how far toward it you travel. It is the clearest warning on the planet, a border you can see for a lifetime and never safely reach.
Cities & Landmarks

New Aurenthe imperial capital of the north

New Auren once was the imperial capital, carrying the martyred emperor's name, and it was the first city reached crossing north out of Ngorrhal into Kela. In the modern era it is a mega-hub and one of the continent's anchors, a massive population and connectivity center that still depends entirely on Ngorrhal's relays to function. Heavy imperial stone and cold-tech over snow and iron, far more than the gateway town it might have stayed.

Kaelera's Portthe failure that works

Kaelera's Port was the first and only infrastructure undertaking of Varethis'Kaelera Gevurah, sister of Auren and Daer, instated before her assassination and meant to connect Geba and Kela and break the continent's isolation. As the connective society she envisioned, it was a complete failure. As transport infrastructure, it succeeded enormously: it is far easier now to reach Kela from the capital, and the port became the manufacturing center where clients place enormous orders for ships, airships, and vehicles, all built here and shipped out. A murdered woman's failed dream, quietly running as the production engine of the planet.

Yuvaar

The Unconquered Island

Size
~115 million km²
Population
~400 million
Demographics
Slightly more males than females, one of only three continents where this holds
Capital
Black Kelek
Climate
Warm, humid monsoon with storm-beaten coasts; strong Izhara through the monsoon cloud, and Saethern's silver low on the southern horizon
Terrain
Coastal plains, dense forests, and storm-beaten cliffs, deliberately left unindustrialized
Relay Coverage
Limited, mostly broadcast infrastructure for the Hunting Games
Neighbors
East of Inland Thazvaar, west of Ngorrhal
Waters
Old Dominion Sea north, Saethera Ocean south

Yuvaar is a small independent island, once part of the Thazvaari Dominion before geographic separation drove the two peoples in opposite directions. The shared ancestry is still visible in the lean, athletic build and dark straight hair the Yuvaari share with southern Coastal Thazvaar, but the island produced hunters where the mainland produced a rival empire. Unknown to the Geban Empire until scouts mapped it during the Thazvaar war, it was found to be a neutral continent with no industry and no fleets, and it was never conquered.

Its males slightly outnumber its females, one of only three continents where that holds, because its population was never systematically culled. Yuvaar never built industry or navies and never wanted to, and its whole legacy is a single thing carried to the entire planet: the Hunting Games.

Temperament & Belief

The Saodeh faith is the soul of the place, older than every other belief on the planet and developed in total isolation, teaching that He Who Allows lives in the natural world and that the hunt is a conversation with it. Poaching is not frowned upon here, it is a capital crime, tied to the harmony code rather than to any imperial law.

Yuvaar's approval of centralization is a flat zero. The old world saw the Yuvaari as insular, but that was the instability of the Warlord Eras talking; in the modern era they are among the most welcoming people on Geba, and fighters like Tae Katasung have drawn the whole planet to their shores.

Cities & Landmarks

Black Kelekthe capital

Black Kelek is the capital, its name echoing the Yuvaar Kelek that the Hunting Games are modeled on. It is the tourism stage of the continent, home of the Games themselves and host to several festivals, the public heart of Yuvaar and the face the island shows the world when its ports are open. Athletic minimalism and festival color, arenas and natural fiber, the spectacle and the destination in one place.

Jadenraptorthe hunter's gate

Jadenraptor is a city deliberately spaced out, its roads running through open wilderness, and it is the training hub for the Games and a worship center for the Saodeh faith, the two entwined. It is the gateway for anyone who wants to be taken seriously as a Hunting Games athlete, the place you come through to be recognized, and because its roads cut through wild country its poaching laws are the strictest on the planet, punishable by death.

White Wingthe wall that held

White Wing is the northeastern capital, and it fought constant coastal warfare against seaborne warlords for the entire length of the Warlord Eras, unsupported by anyone and without artillery, and it held. That legacy defines it: proud, athletic, self-reliant, and storm-battered, the northeastern stronghold and the face of Yuvaar's refusal to ever be taken, still the island's hardened guard against anything the sea brings.

Manalheim

The Untouched Abundance

Size
~65 million km²
Population
~4 million
Demographics
Unmeasurable; the population is too small and too transient
Capital
None; sparse, mobile settlements around springs and terraces
Climate
Steady volcanic warmth with constant rain, held even the year round by Saethern's glow along the southern edge
Terrain
Ash plains and geothermal terraces that grow lush, fast biomes; nature reclaims any structure almost as fast as it rises
Relay Coverage
Temporary outposts only
Neighbors
East of Inland Thazvaar, west of Ngorrhal, south of Jeyrha; two separate volcanic islands
Waters
Manalheim Ocean, surrounding

Manalheim is an independent volcanic continent of steady warmth and regenerative abundance, where low-intensity eruptions enrich the soil rather than destroy it and constant rain feeds lush, fast-growing biomes. Its sparse, mobile settlements cluster around springs and terraces in harmony with the geothermal cycles, and many who come to Manalheim simply stay. Elective absorption, personnel who arrive on assignment and choose never to return, is common enough to have earned its own name.

Mapped by the Kazo Reyjuul and Huyasa Sers expedition during the Imperial Conquest, it was never truly settled because nature will not allow it. The land takes back infrastructure almost immediately, and nothing beyond small outposts can hold without a super-spine that cannot be built in the modern era. Manalheim Minor, the smaller island, is kept deliberately wild for the Hunting Games.

Temperament & Belief

There is little doctrine here and less politics, only a handful of people living close to a generous land and preferring it to everything they left behind. Manalheim keeps no faith of its own and answers no centralization broadcast.

The abundance and the autonomy are the whole belief, and the continent's quiet argument is simply this: it is possible to walk away from the Energy Wars and the syndicates entirely, and to be happy having done it.

Cities & Landmarks

Manalheimthe larger island

The larger island is home to several research outposts studying an ecology so aggressive it takes back anything left standing. It is an explosive volcanic paradise of ash-enriched greenery, geothermal steam, and terraced springs, with small hardened stations that the jungle is always on the verge of swallowing. People come to study it and end up staying in it.

Manalheim Minorthe wild reach

Manalheim Minor is a smaller, separate island holding an isolated pocket of Ngorrhali, mountain-descended giants kept far from the Sentinel Range on warm volcanic ground, living deliberately apart. It is also the site of temporary outposts for the Hunting Games. Primal wilderness with a small, physically massive people at the edge of it, lush and warm and remote.

Ukhaalstaag

The Frozen Reach

Size
~120 million km²
Population
~5,000
Demographics
Unmeasurable
Capital
None; scattered research outposts
Climate
Frozen, and far colder than Kela, roughly 60 down to 25 degrees below zero; dim haze broken by sudden blizzards, most of the year in near-permanent low light under Zhaerys
Terrain
Ice-split ridgelines and glacial plains, with sheer cliff faces reaching some 30 km of vertical, the tallest anywhere people go
Relay Coverage
Scattered research outposts; new installations advance at a glacial pace
Neighbors
Northwest of Ngorrhal
Waters
Tharyn's Rest south, Ngorrhal Ocean southwest

Ukhaalstaag is the frozen, cliff-riven frontier northwest of Ngorrhal, and it is colder than anywhere else people try to live, colder even than Kela. Its ice-split ridgelines and glacial plains hide the ruins of a non-human civilization that collapsed under its own ambition, leaving no doors and no records, only instinct in the Ukhaal Walkers, the devolved guardians of the cliffs who ambush from above, drop the ground beneath a traveler, and consume whatever falls.

The terrain itself kills, the isolation is absolute, and there is no infrastructure for rescue anywhere on the continent. The Empire keeps scattered research outposts, and every major manufactory sends engineers to lift relays and place anchors, but progress is glacial, and the families offered generational wealth to settle here rarely accept once they have heard the stories of the Walkers.

Temperament & Belief

Almost no one lives here, and those who do are researchers, engineers, and the occasional Destroyer-Class Engineered who chose the isolation on purpose, one of only three continents where they are known to remain.

There is no society to hold a belief, only the cold, the Walkers, and the ruins of something older than humanity, over which, during the auroral phases, glowing orbs appear even to those who are not Vessels, rumored to be avatars of the Velcrith or the Seraveth, and never confirmed.

The cliffs, and no way back. Ukhaalstaag's cliff faces reach some thirty kilometers of sheer vertical, and there is no infrastructure for rescue anywhere on the continent. If something goes wrong here, whatever went wrong is simply the end of whoever it happened to. In the Warlord Eras, fugitives fled here for sanctuary and most of them vanished.
Cities & Landmarks

The Non-Human Ruinsno doors, no records

Ukhaalstaag has no landmark cities, only the ruins. A civilization fell here under its own ambition and left ice-split ridgelines full of structures with no doors and no records, and the Ukhaal Walkers are what instinct was left behind once whatever built them was gone. Manufactories still send teams to place anchors among the ruins, and they have not failed, but they advance a hair at a time against the Walkers and the terrain, on the Empire's quietest and most fatal edge.

Saethera

The Luminous South

Size
~180 million km²
Population
~600,000
Demographics
Unmeasurable
Capital
None; small Scout-Class communities and a few northern outposts
Climate
Perpetual silver twilight, roughly 10 to 25 degrees, constant warmth from Saethern, never fully dark and never changing
Terrain
Bioluminescent fungal forests and vast moss oceans; light-reactive flora and aggressive fauna
Relay Coverage
Minimal, limited to northern coast outposts
Neighbors
The southern polar region beneath Saethern; one of two landmasses bordering the Uncharted
Waters
Saethera Ocean north, Uncharted Deep south

Saethera is the planet's southernmost biome, locked beneath the unmoving silver gaze of Saethern in perpetual twilight. Bioluminescent fungal forests and vast moss oceans dominate its lowlands, thriving in constant warmth with light-reactive flora and fauna aggressive enough to devour outposts and repel settlement. The Empire never conquered it. Expeditions vanish and patrols fail, and only Scout-Class Engineered, with Assault-Class companions, can form the small self-sustaining communities that survive here long term.

It is one of only two landmasses joined to the Uncharted by land, but unlike Kela its environment will kill anyone who tries to approach that border. Saethern's permanent light produces conditions found nowhere else: constant illumination with no day and no night, steady warmth at a polar latitude, and growth patterns that respond to the silver light in ways no one has ever fully understood.

Temperament & Belief

The few who live here are Scout-Class Engineered and the Assault-Class who guard them, the only humans the land will keep. Saethera holds no politics and no reformist broadcasts.

It holds doctrine instead. Southern faith reveres it as the luminous edge of He Who Allows, a sacred frontier of untamed creation, and to the rest of the planet it is simply a place that does not want people and has the biology to enforce the refusal.

The fixed light. Saethern never moves, and so Saethera never darkens. Constant silver light at a polar latitude produces the one region on Geba whose illumination truly never changes, no dawn and no night, and biology here grows toward that light in shapes found nowhere else on the planet. It is beautiful, and it does not want you.
Cities & Landmarks

The Scout Communitiesthe only humans the land keeps

Saethera has no cities. It has small self-sustaining Scout-Class settlements in the interior and a handful of imperial outposts clinging to the northern coast near the Berinu Islands, and nothing else that lasts. Under Saethern's fixed silver light the fungal forests and moss oceans glow, alien and sacred, revered in southern doctrine as the very edge of He Who Allows, a place a Scout can call home and almost no one else can survive.

The Uncharted

The Forbidden Mass

Size
~72 billion km², larger than every other continent combined, many times over
Population
0
Demographics
None
Capital
None; entry forbidden by imperial doctrine
Climate
Coastal edges swing between roughly 90 below zero and 120 above within hours; the interior is unknown
Terrain
Extreme geological volatility, stratospheric peaks over 60 km, the tallest on the planet, and shifting fissures; the interior utterly unexplored
Relay Coverage
None
Neighbors
Wraps the world across the north, the entire east, and the southwest edge; joined by land to Kela and Saethera
Waters
Uncharted Deep surrounding, Geban Sea northwest

The Uncharted is Geba's colossal final frontier, a single landmass larger than all the others combined by many magnitudes, a realm of extreme geological volatility with stratospheric peaks over sixty kilometers high and shifting fissures. Its coastal edges swing between unexplained extremes of cold and heat within hours, its interior has never been explored, no permanent human presence has ever held there, and imperial doctrine forbids entry outright.

Titan-scale predators are known only from sightings elsewhere, and when hunted they invariably flee toward the Uncharted. All navigation and electronics fail on approaching too close, and pilots call that failure the last warning to turn back. Ioe Jerhit's failed expedition remains the only documented attempt where a team returned at all. The continent connects to the rest of the planet through more than coastline: land borders with Kela and Saethera, and canyons in deep Inland Thazvaar thought to lead to it through subterranean caverns.

Temperament & Belief

There are no people here and so no belief, only the question the Uncharted poses to everyone else. To imperial doctrine it is forbidden ground. To the Covenant of Advancement and the whole argument for expansion, it is the next and final frontier, the thing humanity must eventually cross or stagnate against.

To the pilots who fly its edges it is simpler than any of that: it is the place you do not go, the horizon predators run toward, the last line on every map and the one no one has crossed.

The final warning. All navigation and electronics fail on approaching the Uncharted too closely, and pilots treat that failure as the last sign to turn back before it is too late. Titan predators, when hunted, flee toward it. No expedition but one has ever returned, and imperial doctrine forbids the attempt.
Cities & Landmarks

Varethisthe only lasting outpost

Varethis is humanity's furthest permanent toehold, the single lasting outpost ever established on technically-Uncharted ground, set in the far north near the Kela land bridge and carrying the imperial Varethis name. Everyone working the great modern efforts to reach the Uncharted, Ioe Jerhit's operations and the Covenant's alike, has passed through it. It is where navigation and electronics begin to fail, the staging ground for the crossing, and the last stop before the place from which no expedition has ever returned.