Continents of Geba

The planet itself, shown below by default. Choose a continent above to explore further, or return to Geba any time.

Geba

The Imperial Heartland

Coastal Thazvaar

New Geba

Inland Thazvaar

The Unsolvable Problem

Berinu

The Beautiful South

Berinu Islands

The Naval Bastion

Jeyrha

The Green Jewel

Ngorrhal

The Sentinel Range

Kela

The Northern Polar Land

Yuvaar

The Unconquered Island

Manalheim

The Untouched Abundance

Ukhaalstaag

The Frozen Reach

Saethera

The Luminous South

Seravaar

The Peaceful Shore

The Uncharted

The Forbidden Mass
Seas & Oceans
Kelan Ocean The Frozen Sea The Uncharted Deep Beyond All Sounding The Uncharted Sea The Measured Abyss Tharyn's Rest The Sea That Carries a Name Geban Sea The Sea at the Center Ngorrhal Ocean The Cold West Water Maor's Passage The Crossroads Channel Old Dominion Sea The Naval Water Saetheran Ocean The Luminous Water Manalheim Ocean The Warm Water The Lost Currents Where the Wind Takes You Teytan Coast The Teytan Territorial Waters
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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, ambient air near 85°C (185°F) at peak stellar overlap with ground surfaces well past 110°C (230°F)
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 inland that even the Dominion never controlled it. Jerhita is the final major settlement before entering what is considered the Deep Inland. 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.

Surface time is measured in minutes, not hours. Contractors who have worked it describe the heat as cooking starting at the feet, working up through even the best protective layering, with gloves beginning to scorch on contact and most surfaces turning untouchable within an hour of direct Izhara exposure. Supplies deplete faster than the body can be resupplied, which is the real limit on any deep-inland operation: crews plan for how little surface time they can survive, not how much ground they can cover. The subterranean caverns run cooler, but the heat pools and thickens instead of venting, thick enough that unprotected rest underground is impossible; nothing survives it without shelter in a vehicle carrying proper thermal cells.