On the planet Kharuun, there exists a highland desert megalopolis – a city born from the ashes of Armageddon. Within this city, three factions – one of drowning purity, crushing order, one of burning rebellion and smoldering chaos, and another of bureaucratic geometry, and labyrinthine control.
Veyraxxis
Veyraxxis stands atop a massive desert plateau at the base of a snow-capped volcano. From a distance, the city appears like a layered crown of stone, its districts built in tiers that rise gradually toward the mountain’s shadow. The climate around it is dry and harsh, with sharp contrasts between the burning sands below and the icy winds that sweep down the volcano’s frosty slopes. The plateau itself was once a fractured wasteland left by the old world’s collapse, but the three great powers – the Cirrhen, the Pyreth, and the Veyrahn – rebuilt it into a living megalopolis.
There are three factions in Veyraxxis.
The Order of The Vein,
The Mantle of Mendgata,
And The Median Dominion,
The Order of The Vein
The volcano’s geothermal energy warms Veyraxxis’ low elevation slopes, melting snow, and producing a rich run that flows in through the first and outermost district of Veyraxxis. This is Cirrhen territory, home to The Order of The Vein. Here, the run off is converted into deep canals topped with a thin layer of algae concealing numerous lifeforms, some harmless, others exceedingly dangerous. The canal’s width is connected by short, narrow stone-arch bridges wrapped in thick layers of vines and seaweed. Cirrhen architecture is simplistic, but effective in its design function: sand-stone cubicles, cylindrical monoliths, and steep staircases run through the labyrinthine sprawl, forming a complex stack of.
The Cirrhen themselves are of an odd genetic make-up, appearing more like autonomous beasts crafted from scaled wood, and gray stone, roughly eight feet long and three feet tall, remaining constantly hunched over, teal eyes bulging like a curious lemur, yet lacking anything denoting wonder. Their fingertips are vacuous, their snouts long and protruding like an armadillo, and large rodent ears constantly perked up as if listening for anything unusual. Every Cirrhen's has a long, segmented tail that ends in a vacuous tip with four cuts that allow it to open up like a small claw.
At the center of Cirrhen territory stands a colossal statue of bark and stone. Its mouth is split into four mandibles, its shoulders sprout clawing branches that fan out like the wings of a great dragon. Its eyes glow with deep azure water, its fingers release thick cascades, giving life to the Cirrhen’s but also a paralyzing stillness that sits stagnant beneath its four quadrapod trunks. This is Thalyth, divine representative of The Order of The Vein. The Order of The Vein believes in stillness of existence, stillness of thought, stillness of culture: everything flows down the same path, never changing, always remaining the same. Evolution and progress are threats to the purity of the spirit that flows throughout Veyraxxis’ canals, thus in order to maintain harmony, the Cirrhen utilize a form of psychic elemental surveillance system.
When other Cirrhen's step out of line, when the sacred order is breached, the water within the canals begins to bubble and seethe. Within these bubbles, light is bent into the image of the non-conformists, of those who would seek to rebel against the peace Thalyth brings. In response to these disturbances, the creatures of the deep start to emerge in a viciously agitated state. Stabbing these images with their tails, and drinking in their essence, the size of the average Cirrhen nearly quintuples. Now they are able to psychically track the apostate as a terrifying pack of abominations made ugly by the imbibing of impurity. Tombstone teeth sprout from their mouths, twisted demon horns sprout in unpredictable directions, claws capable of bisecting pillars burst from their fingertips, and their tails spray a scalding mix of superhot sludge that corrodes dissolves the soul, reducing it to all intents and purposes down to nothing.
The Mantle of Mendgata
Deep inside the mountain, magma rivers flow inward through and beneath Veyraxxis, far below the detection of Cirrhen's probing psychic senses. As the borders of the first district ends, the canals begin to boil and froth with subterranean heat, stone and sand emanate smoke, water evaporates into scalding steam, and buildings melt into drooping glass until all finally succumbs to the sharp, metallic bang of steel striking anvils, the sound getting louder and louder until the source is revealed.
A vast lake of lava stretches for hundreds of kilometers, its bubbling mass punctured through and claimed by thousands of black iron, emerald-windowed citadels, each connected by a labyrinthine sprawl of colossal steel bridges and cobblestone roads. Each citadel functions as its own weapons foundry, forge, and training ground for the Pyreth. Once upon an eon, the Pyreth were of the same species as the Cirrhen: cold, rigid, and deluded by notions of rigid order that flowed nowhere, led to nothing, and only served to preserve an immaculately sterile form of beauty. The Pyreth rejected these ideals, and in a violent act of rebellion broke free, fighting their way deeper into the city, and in so doing, formed a connection with the worm that lives inside the volcano.
Igvarlith
Igvarlith is a worm of chaos. He swims through molten channels, sheathed in a hard, segmented shell of heat-resistant rock, preserving his form, not for contradiction of what he represents, but for preservation of what his existence symbolizes. To channel the unlit fire waiting to be ignited in the cavern of one’s heart, so that the untapped recesses of the soul can be illuminated and thus navigated with clarity and purpose. In the case of the Pyreth, their stone scales harden into black, red-tinted armor, the wood of their once photosynthetic flesh disintegrates, and dissolves, reforming into wet, slimy orange flesh, piercing and emerging from the armor in real-time evolution and adaptation of their new forms.
The Pyreth stand at roughly the same height as their Cirrhenian ancestors, though many can vary by several feet in accordance with the degree of individuation and self-actualization that has been achieved. Their skulls are an elongated, multi-noduled crown that prongs out in six directions, ending in twin-sickle bones of a prehensile nature. Deep-set eye sockets feature a quad-set of four, scleraless eyes reflecting the ember of the forge, their noses lack nostrils and and instead contain a similar number of extendible feelers, and their mouths droop down into four mobile tusks that lead into a long sucking mouth. Possessing a relatively humanoid torso, the similarities cease immediately, for they possess six arms, two at the shoulders, two above their hips, and a middle pair at their torsos, all devoted to combat and arms forging. In order to support such massive bulk, the Pyreth stand upon four legs spread apart in a quad-pattern, their feet that are rigid and stiff, branching out in four directions that adds to their stability.
The center of the Mantle of Mendgata features a colossal effigy of Igvarlith flanked by two spiraling bands of ivory steel lined with stairways that lead up to the mouth from which Igvarlith vomits lava, constantly replenishing the growing lake. Within the lake itself swim Igavrlith’s children – worms who bear a much closer resemblance to their father than to the denizens who worship him. The worms themselves, like the lava is not truly dangerous to the Pyreth who are born of fire and earth, but it is a danger to those who lack control over their emotions: uncontrolled rage in particular draws the Children of Igvarlith in like maggots to a festering wound, ravenously devouring and puking out hideous, mutated versions of any who they manage to consume, proving that even the most noble rebellions can easily turn south, turning a freedom fighter into a slave to his own wrath, and a sovereign into a thrall of the flame.
The Median Dominion
The Median dominion is a dark, stormlit district of blackstone, gray obelisks, and angular pyramids arranged into a brutalist architecture that is unyielding, monolithic, and precise in its unmoving presence. The sky appears as if locked in a perpetually rumbling storm, not quite fully gathered, but always seconds away from unleashing a calamitous downpour that will drown all of creation beneath its world-ending flood. It is precisely due to that fact, however, that it never rains upon the dominion, who are forever walking the line between carefully calculated bureaucratic control and unleashing lethally coordinated, all out assault on the Cirrhen and Pyreth, whose perpetually ending conflicts threaten to thrust Veyraxxis into its second apocalypse.
At ground level, streams of molten rock and flowing water pass through the dominion in perfect containment, sealed beneath a thick layer of transparent hardlight, its photon-bending properties projecting the illusion of a power-grid. In reality is Veyhran drinking in the never-ending conflict transpiring between the Cirrhen and the Pyreth, self-conspiring a hundred thousand different ways to suppress and put an end to the mayhem.
At the apex of the city stands the a sentinel statue, an obsidian tower whose peak pierces the smog-veiled heavens. There sits Veyhran, the Tri-Winged Arbiter, a godlike being with the head of a toucan. A crown of fleshy tendrils unfurls from its skull, swaying as it projects orders out onto its many servants. Its three pairs of batlike wings stretch and fold in slow rhythm, each beat stirring the city’s winds in a controlled pattern, churning the storm in contemplation of its next move. Its four clawed limbs grip the obelisk’s surface, and a serpentine tail coils down the spire, pulsing faintly with blue light.
The denizens of the Dominion are neither zealots nor warriors, but manipulators of Pyreth and Cirrhen activity. They act unseen, ensuring the two powers never stir enough carnage to destabilize Veyraxxis. Through propaganda, subterfuge, and assassination, they maintain equilibrium. Anatomically they resemble smaller versions of Veyhran, faces concealed by dark alloys engraved with constantly flowing, rippling ink, and a twinkle of foul starlight, as though their internal cosmos was a thing suggested, and never certain. In other words, they are shape-shifters. Their society operates on information, influence, and invisible control,
The Median Dominion is not peace—it is containment. It thrives on the tension between fire and water between impulse and restraint. Its technology surpasses all other districts–black magic monitors located inside the many obelisks displaying heavily encrypted information that is interpreted by their form-changing masks. The citizens believe that only by perpetual vigilance and hidden correction can the world of Kharuun survive its own divinity. Thus, beneath the silent gaze of Veyhran, the Dominion watches, manipulates, and endures—the unseen spine of Veyraxxis, forever ensuring that no god’s passion becomes the city’s extinction.
Veyraxxis
Veyraxxis stands atop a massive desert plateau at the base of a snow-capped volcano. From a distance, the city appears like a layered crown of stone, its districts built in tiers that rise gradually toward the mountain’s shadow. The climate around it is dry and harsh, with sharp contrasts between the burning sands below and the icy winds that sweep down the volcano’s frosty slopes. The plateau itself was once a fractured wasteland left by the old world’s collapse, but the three great powers – the Cirrhen, the Pyreth, and the Veyrahn – rebuilt it into a living megalopolis.
There are three factions in Veyraxxis.
The Order of The Vein,
The Mantle of Mendgata,
And The Median Dominion,
The Order of The Vein
The volcano’s geothermal energy warms Veyraxxis’ low elevation slopes, melting snow, and producing a rich run that flows in through the first and outermost district of Veyraxxis. This is Cirrhen territory, home to The Order of The Vein. Here, the run off is converted into deep canals topped with a thin layer of algae concealing numerous lifeforms, some harmless, others exceedingly dangerous. The canal’s width is connected by short, narrow stone-arch bridges wrapped in thick layers of vines and seaweed. Cirrhen architecture is simplistic, but effective in its design function: sand-stone cubicles, cylindrical monoliths, and steep staircases run through the labyrinthine sprawl, forming a complex stack of.
The Cirrhen themselves are of an odd genetic make-up, appearing more like autonomous beasts crafted from scaled wood, and gray stone, roughly eight feet long and three feet tall, remaining constantly hunched over, teal eyes bulging like a curious lemur, yet lacking anything denoting wonder. Their fingertips are vacuous, their snouts long and protruding like an armadillo, and large rodent ears constantly perked up as if listening for anything unusual. Every Cirrhen's has a long, segmented tail that ends in a vacuous tip with four cuts that allow it to open up like a small claw.
At the center of Cirrhen territory stands a colossal statue of bark and stone. Its mouth is split into four mandibles, its shoulders sprout clawing branches that fan out like the wings of a great dragon. Its eyes glow with deep azure water, its fingers release thick cascades, giving life to the Cirrhen’s but also a paralyzing stillness that sits stagnant beneath its four quadrapod trunks. This is Thalyth, divine representative of The Order of The Vein. The Order of The Vein believes in stillness of existence, stillness of thought, stillness of culture: everything flows down the same path, never changing, always remaining the same. Evolution and progress are threats to the purity of the spirit that flows throughout Veyraxxis’ canals, thus in order to maintain harmony, the Cirrhen utilize a form of psychic elemental surveillance system.
When other Cirrhen's step out of line, when the sacred order is breached, the water within the canals begins to bubble and seethe. Within these bubbles, light is bent into the image of the non-conformists, of those who would seek to rebel against the peace Thalyth brings. In response to these disturbances, the creatures of the deep start to emerge in a viciously agitated state. Stabbing these images with their tails, and drinking in their essence, the size of the average Cirrhen nearly quintuples. Now they are able to psychically track the apostate as a terrifying pack of abominations made ugly by the imbibing of impurity. Tombstone teeth sprout from their mouths, twisted demon horns sprout in unpredictable directions, claws capable of bisecting pillars burst from their fingertips, and their tails spray a scalding mix of superhot sludge that corrodes dissolves the soul, reducing it to all intents and purposes down to nothing.
The Mantle of Mendgata
Deep inside the mountain, magma rivers flow inward through and beneath Veyraxxis, far below the detection of Cirrhen's probing psychic senses. As the borders of the first district ends, the canals begin to boil and froth with subterranean heat, stone and sand emanate smoke, water evaporates into scalding steam, and buildings melt into drooping glass until all finally succumbs to the sharp, metallic bang of steel striking anvils, the sound getting louder and louder until the source is revealed.
A vast lake of lava stretches for hundreds of kilometers, its bubbling mass punctured through and claimed by thousands of black iron, emerald-windowed citadels, each connected by a labyrinthine sprawl of colossal steel bridges and cobblestone roads. Each citadel functions as its own weapons foundry, forge, and training ground for the Pyreth. Once upon an eon, the Pyreth were of the same species as the Cirrhen: cold, rigid, and deluded by notions of rigid order that flowed nowhere, led to nothing, and only served to preserve an immaculately sterile form of beauty. The Pyreth rejected these ideals, and in a violent act of rebellion broke free, fighting their way deeper into the city, and in so doing, formed a connection with the worm that lives inside the volcano.
Igvarlith
Igvarlith is a worm of chaos. He swims through molten channels, sheathed in a hard, segmented shell of heat-resistant rock, preserving his form, not for contradiction of what he represents, but for preservation of what his existence symbolizes. To channel the unlit fire waiting to be ignited in the cavern of one’s heart, so that the untapped recesses of the soul can be illuminated and thus navigated with clarity and purpose. In the case of the Pyreth, their stone scales harden into black, red-tinted armor, the wood of their once photosynthetic flesh disintegrates, and dissolves, reforming into wet, slimy orange flesh, piercing and emerging from the armor in real-time evolution and adaptation of their new forms.
The Pyreth stand at roughly the same height as their Cirrhenian ancestors, though many can vary by several feet in accordance with the degree of individuation and self-actualization that has been achieved. Their skulls are an elongated, multi-noduled crown that prongs out in six directions, ending in twin-sickle bones of a prehensile nature. Deep-set eye sockets feature a quad-set of four, scleraless eyes reflecting the ember of the forge, their noses lack nostrils and and instead contain a similar number of extendible feelers, and their mouths droop down into four mobile tusks that lead into a long sucking mouth. Possessing a relatively humanoid torso, the similarities cease immediately, for they possess six arms, two at the shoulders, two above their hips, and a middle pair at their torsos, all devoted to combat and arms forging. In order to support such massive bulk, the Pyreth stand upon four legs spread apart in a quad-pattern, their feet that are rigid and stiff, branching out in four directions that adds to their stability.
The center of the Mantle of Mendgata features a colossal effigy of Igvarlith flanked by two spiraling bands of ivory steel lined with stairways that lead up to the mouth from which Igvarlith vomits lava, constantly replenishing the growing lake. Within the lake itself swim Igavrlith’s children – worms who bear a much closer resemblance to their father than to the denizens who worship him. The worms themselves, like the lava is not truly dangerous to the Pyreth who are born of fire and earth, but it is a danger to those who lack control over their emotions: uncontrolled rage in particular draws the Children of Igvarlith in like maggots to a festering wound, ravenously devouring and puking out hideous, mutated versions of any who they manage to consume, proving that even the most noble rebellions can easily turn south, turning a freedom fighter into a slave to his own wrath, and a sovereign into a thrall of the flame.
The Median Dominion
The Median dominion is a dark, stormlit district of blackstone, gray obelisks, and angular pyramids arranged into a brutalist architecture that is unyielding, monolithic, and precise in its unmoving presence. The sky appears as if locked in a perpetually rumbling storm, not quite fully gathered, but always seconds away from unleashing a calamitous downpour that will drown all of creation beneath its world-ending flood. It is precisely due to that fact, however, that it never rains upon the dominion, who are forever walking the line between carefully calculated bureaucratic control and unleashing lethally coordinated, all out assault on the Cirrhen and Pyreth, whose perpetually ending conflicts threaten to thrust Veyraxxis into its second apocalypse.
At ground level, streams of molten rock and flowing water pass through the dominion in perfect containment, sealed beneath a thick layer of transparent hardlight, its photon-bending properties projecting the illusion of a power-grid. In reality is Veyhran drinking in the never-ending conflict transpiring between the Cirrhen and the Pyreth, self-conspiring a hundred thousand different ways to suppress and put an end to the mayhem.
At the apex of the city stands the a sentinel statue, an obsidian tower whose peak pierces the smog-veiled heavens. There sits Veyhran, the Tri-Winged Arbiter, a godlike being with the head of a toucan. A crown of fleshy tendrils unfurls from its skull, swaying as it projects orders out onto its many servants. Its three pairs of batlike wings stretch and fold in slow rhythm, each beat stirring the city’s winds in a controlled pattern, churning the storm in contemplation of its next move. Its four clawed limbs grip the obelisk’s surface, and a serpentine tail coils down the spire, pulsing faintly with blue light.
The denizens of the Dominion are neither zealots nor warriors, but manipulators of Pyreth and Cirrhen activity. They act unseen, ensuring the two powers never stir enough carnage to destabilize Veyraxxis. Through propaganda, subterfuge, and assassination, they maintain equilibrium. Anatomically they resemble smaller versions of Veyhran, faces concealed by dark alloys engraved with constantly flowing, rippling ink, and a twinkle of foul starlight, as though their internal cosmos was a thing suggested, and never certain. In other words, they are shape-shifters. Their society operates on information, influence, and invisible control,
The Median Dominion is not peace—it is containment. It thrives on the tension between fire and water between impulse and restraint. Its technology surpasses all other districts–black magic monitors located inside the many obelisks displaying heavily encrypted information that is interpreted by their form-changing masks. The citizens believe that only by perpetual vigilance and hidden correction can the world of Kharuun survive its own divinity. Thus, beneath the silent gaze of Veyhran, the Dominion watches, manipulates, and endures—the unseen spine of Veyraxxis, forever ensuring that no god’s passion becomes the city’s extinction.