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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Seravaar

The Peaceful Shore

Size
A massive arThe water. Clear approach only from the north across the Old Dominion Sea. Lost Currents close the south and west.chipelago in the Old Dominion Sea
Population
A few hundred remaining at most; largely uninhabited
Demographics
Unmeasurable
Capital
None
Climate
Unnaturally constant, a steady 20°C (68°F) to 25°C (77°F) the year round under a gentle, unbroken breeze, with no storms and no seasons
Terrain
Soft hills and lush, undisturbed forest, no mountains anywhere, and clear water along every shore
Technology
None that speaks to a relay, and none newer than roughly 30,000 BMG; effectively frozen there by the will of its people
Neighbors
East of Coastal Thazvaar, west of the Uncharted
Waters
The Old Dominion Sea to the north, merging into the Lost Currents along its western and southern reaches

Seravaar is the origin of the Thazvaari Dominion and one of the oldest inhabited places on Geba, a massive archipelago in the Old Dominion Sea from which the whole of that power, and through it much of the eastern world, first set out. More than forty thousand years before the modern era its people lived in a paradise they nonetheless longed to leave, and in longing for it they became the finest and most industrious shipwrights the young world had yet produced. Within a few centuries they held the craft to cross the vast open water beyond the islands, and they made the crossing, landing on the eastern shore of what is now Coastal Thazvaar and spreading outward from there into the immense expanse of Thazvaar.

For ten thousand years their descendants built the Dominion across that continent, until they uncovered the Rupturan ruins and everything turned. What they read in that discovery drove the Dominion inward into isolation, and a great many of those who understood the truth of the Seraveth from those ruins left at once and sailed to their ancestral home. They named the archipelago Seravaar for the peaceful nature of the Seraveth, and they carried back with them every soul they recognized as a Vessel, sheltering them on the islands where nothing could reach them and no one would put them to death.

A Sanctuary for Vessels

Almost everything ever written of Seravaar was lost in the Geban Thazvaari War, when the accounts that named it were destroyed, and to most of the modern world it survives only as a rumor at the edge of an old map. To anyone who carries resonance it is not difficult to find at all. It is the one place a Velcrith Vessel can let the merge take them, descending peacefully into the madness of that union without coming to harm and without a single eye of judgment upon them, and the one place a Seraveth Vessel can simply sit, meditate, wait, and turn over in perfect clarity the slow enlightenment its counterpart gives it. The islands ask nothing of either. They only keep them.

The Isolation

The natural-born who find their way to Seravaar tend to stay only long enough to gather what the place can teach, then carry it back out into the rest of the world. The Engineered who find their way here more often never leave at all, taken by a peace almost none of them had ever once been offered. The Covenant of Advancement spends real and constant effort keeping the archipelago off every route and turning wandering traffic away from it, so that its stillness holds. It carries no relay and nothing that could answer one, and by the plain will of the few who live there it remains, in every way technology can be measured, exactly where it stood thirty thousand years before the modern era, and exactly where it intends to stay. The geography finishes what the Covenant begins: the only clear approach is from the north across the Old Dominion Sea, while the Lost Currents seal the southern and western water against anyone who would come another way.

Temperament & Belief

There is no politics on Seravaar and no doctrine that needs preaching, only the single shared conviction that the peace is worth more than anything progress could trade for it. The Vessels who come here are protected without condition, the merge is met without fear, and the enlightenment is waited on without hurry.

It is a place defined by what it refuses. No relay, no industry, no century of change it did not choose, and no argument, from the Covenant or anyone else, has ever been enough to move it.

The impossible calm. Seravaar's weather does not behave like weather. It never storms and never turns, holding between 20°C (68°F) and 25°C (77°F) the year round beneath a steady, gentle breeze that leaves even the plants undisturbed. There are no mountains, only soft hills that elevate towards the coast, hiding the island interiors, and the water along its shores runs perfectly clear. On the eastern horizon stand the peaks of the Uncharted, so breathtaking from the shore that a visitor might believe that place is as gentle as this one. On the western coast a thin, nearly invisible, green line on the horizion of Coastal Thazvaar. And for all its abundance of plant life, Seravaar holds no animals at all, none on the islands and none in the waters around them, and no account has ever explained where they went.