[attachment=42:Exstnc.gif]
<div align="left">
A very crude and rudimentary MAP of the known existance.</div>
<div align="left">At on time, wormholes connected all existences. However, Mordred Corsaar (son of Khayn) fought a raeke for free travel from Hynakyn Prime for himself and all of his companions. His raeke was lost but he was not entirely un-victorious. The intervention of the Dawnsword collapsed all wormholes and filled their expanses with immeasurable Void. These voids are so vast t and so concentrated with such intense Essence Anomalies that no form of scan, communication, or travel; save the LoM, can even begin to penetrate. The Unlife, Harbingers of the Void, live and perpetuate in "clans" of destruction in </div>
<div align="left">the Void. The Unlife cannot however successfully exit the Void for any prolonged period of time without symbiotes. Only Navigators of the "Pathmaster" rank can successfully go beyond the Void into other existences. Snapdiscs cannot travel into the Void but can be used to access a common plane between two existences, then another disc can be used to jump to the next existence. Collapsed wormholes share common planes. </div>
<div align="left">
Powers That Be</div>
<div align="left">The three "Gods", or Lords of Etyrnytya, are individually the three most influential entities in the entire Multistance (All Existences). All three, being of common origin, are basically of the same mind set as far as spheres of alignment are concerned. However, after their leaving Cyryndya the three decide to have a little competition among themselves (More of Khayne's decision) with the flavor of old. Their so called rivalry got a little out of hand and it became thus.</div>
<div align="left">Their game was basically to see who could incite the most awe and thus attract followers with the most power; thus bringing back the old faith. Each succeeded but in different ways: </div>
- <div align="left">Khamylyon: following the sphere of Law.</div></li>
- <div align="left">Khay: sphere of balance and neutrality.</div></li>
- <div align="left">Khayn: sphere of chaos and discord. </div></li>
<div align="left">
All was thus for millenniums until one of the Masters of the Old Faith (Ba'laan) surfaced into their worlds and separated them from each other into their own respective existences. A rivalry now exists between Khayn and the newcomer, Ba'laan.</div>
<div align="left">
Ba'laan</div>
<div align="left">One of the founding precursors , an original Iruar with all the Creative powers of Old. Ba'laan is a native to Ba'alt and one of the very few survivors of The wars of the Unmaking (Creator Wars). Ba'laan arrived in Cyryndya in 485 cy and was searching for escaped Uruths. Not sensing any Uruths in Cyryndya, he took note of the discord between the three. This disturbed him to no small degree. Ba'laan then worked the Matrix; the building block of our reality; to tear asunder the then one existence into three, separating the trio into their own zones. Favoring the young Khamylyon, he gave her the already flourishing and inhabited Etyrnytya. Khay was granted the extremely mineral rich pocket universe of Ranaria to do with as he pleased. Having a long bitter feud with Khayn, he mirthfully granted him and all his followers a small dried up cluster of planets with its larger boundaries deep into the impassible Void.</div>
<div align="left">Khamylyon's existence became the home to all that is pure and orderly, eventually being residence of the Light-Wielders. Khays became known as the Nexxus and home to Ranara (The Grand Dragon) and the Paramanders. Khay further divided it into one more existence named the Sardyryn Pryme and this neutral area became home to the vast multitudes of races that the trio created and/or brought from Cyryndya in the early years. Khayn came to name his existence after his Lord at Arms and Prince (Allar Hynak) and was thus called Hynakian Prime.</div>
<div align="left">Now as to power levels and degrees of influence, no one has successfully, united or singular, been able to undo any of the aforementioned re-creations of Ba'laan. Not that anyone has really tried and lived to tell about it, most just take Ba'laans word for it and go on with their lives. All of the first and second generations of Iruar had the innate ability to create or give form to their ideas by mere force of will, kind of like being able to control what the Fae creates according to your whims. </div>
<div align="left">Khayn and Khamylyon are both of the second generation the prior being from an earlier era of the second. Khay is of he first generation, however , Ba'laan removed all ability to create from Khay and Khayn. For some reason e allowed Khamylyon to keep her Creativity powers. Ba'laan's second accomplishment regarding the trio was working the matrix so as to ensure whatever plans and schemes that they were desiring before their noticing Ba'laan, they were forced to continue on that path to its end or they would completely lose all of their powers and begin to age. Ba'laans power level revealed, not one of he existing powers has dared to move against him.</div>
<div align="left">Now regarding the recent history of Baalt. Baalt is a place where each of the Iruar rule their own little piece (or Vast piece) of their own ideas of paradise. All Iruar are Creationists extraordinaire and understandably a very peaceable lot. However one rather crafty individual longed for control over others. This one came to realize that none of the other Iruar were willing to give away anything for him to thwart and twist horribly to his ways, thus he wanted to destroy all others creations. This one UnMaker is called Khayn Ursthaar Corsa'ar and he created the destructive, hate-filled Uruths. As a purpose in life, these Uruths sought only to unmake all that was made; destruction and finality is their sole work of art. The Iruar viewing this did become a little bothered by it but to stop the Uruths would provoke war and this was against their every instinct. So they sought only to make faster than the destroyers "unmade". This cat and mouse did not continue for long and eventually they stood for some action.</div>
<div align="left">As a rule, any actions or creation done by a group of Iruar can over power or undo any act of a single or lesser group of Iruar. Uniting the entire Iruar people as a whole, save Khayn; the Iruar created the powers that could be unleashed against Khayn and his minions. Although it was forbidden to destroy him outright, they imbued one Iruar with all this power to thwart Khayns every move and desire. The Iruar the received the gift of this unhindered, unmatchable power was Ba'laan T'vaar Ka'ari. Ba'laan took and drafted any Iruar that had any war feelings in them and created some additional powers and gifts of strength and gave them to these war-like Iruar, these came to be known as the Donorotellons, or hunters. These Donorotellons acted as assassins and hunters of the Uruths and other destructive constructs of Khayn. As the Uruths numbers dwindled to a mere legion or two Khayn decided to create a back door and formed Etyrnytya as a separate existence into which he could flee. Shortly afterward the Iruar formed Cyryndya between their home in Baalt and Etyrnytya.</div>
<div align="left">As things go, most of the Donorotellons entered into Etyrnytya to hunt but some stayed in Cyryndya as watchmen and sentries to Baalt. Those that stayed were named Cyryndyans. The Iruar then sealed the Wormhole between Baalt and Cyryndya, separating themselves to create again without hindrances. Only Ba'laan with his unfathomable power was able to traverse the rift between Baalt and the other worlds. Even after the AllWar no one has been able to find Baalt.</div>
<div align="left">
God Titles</div>
<div align="left">As the trio rules their general spheres of influence, many other essence imbued entities claimed reign over smaller more specific spheres of control (rain, mischief, war, thunder, etc..). These beings had vast power that apparently grew as more people paid them homage and reverent worship and thusly were the true immortals or "Gods" or Dieties or whatever. This displeased Ba'laan so he arranged for all the self-named and worshiped gods to be striped of their power and standing as "Gods". By manipulating the Matrix ( the building blocks of reality and the essence) he removed all immortality and power gaining by peoples worshipping them. The Once-gods still have great power but they were no longer truly immortal as they once were; shortly after, many died to "unforeseen" acts of violence. Ba'laan however wasn't totally unfair; he gave all the Once-gods favored or biased Raekes on the Matrix in StarHaven to regain their lost powers.</div>
<div align="left">Upon being rewarded the God-title status the LoM grant immortality as they define it: violence is still an end all, some even only harmed by a specific act of aggression, but no other means could harm them, even time. God-titles also get some select power severely augmented and enhanced. Sure people can still worship G-T's but nothing is given to the G-T for it.</div>
<div align="left">As a note: one MAY Raeke for God-title more than once.</div>
<div align="left">
The Known Existences</div>
<div align="left">
The Empire</div>
<div align="left">As it is known throughout most of the Sardyryn Pryme, the Empire is mainly composed of human or human stock. All other races other than terran human are considered "Alien", although on some backwater planets natives exist that are not terran; there humans are "Alien". Eltharians exist on some planets on the fringe of the Empire as well as a scattered few Khazilid and other 'off' races. </div>
<div align="left">The Empire is composed on an average of tech level 36-39 ( spacefaring ) and as mentioned earlier, operates from the medium class planet Sol in the Milky Way galaxy.</div>
<div align="left">The Empire was once ruled by one man, a terran human of great wisdom and power and he held dominion over 80% of the known galaxy. Emirach Rach ended the utopia by assassinating the emperor and all direct family in one night. This left no direct heir to the throne and the Empire was thrust into a state of total anarchy. Emirach took claim to the central most portion of the Empire and the rest was squabbled over by two of the emperors cousins and his greatest general. This put the galaxy into a four-way revolution which claimed the lives of millions. After five years of turmoil it all ended with the between the four; none of the emperors would bother the other as long as they were left alone. A quadpire thus formed: The Cashmere Empire, The Rach States, The Tsoran Empire, and the Darran Province. All exist in relative peace with very unstable relations.</div>
<div align="left">
Restricted Planets</div>
<div align="left">These quadrants are built or actually have had a protective Red zone placed around them in the form of a frontier. Throughout the revolution many restrictions were lost, only the self-reliant restrictions remained intact, some even with the help of the lost telepaths of the Empire. When a ship or other unauthorized traveller attempts entrance into a Red zone, the Workings either completely annhilate the intruder or leave the vessel a derelict in space.</div>
<div align="left">Restrictions are placed mainly to protect the native cultures from intrusion from alien technology, but in some cases the restrictions are placed to confine the natives. No one is allowed access for any reason and many restricted planets have their own form of defense from intrusion (ie.. Gods, lords, etc.) No restriction has ever been forcefully lost since the revolution yet many have tried. Most restrictions are placed due to the mystery shrouding the planet and some even due to Workings from within.</div>
<div align="left">
Etyrnytya</div>
<div align="left">As an existence is defined as having its own realities while maintaining an Essence flow throughout, Etyrnytya is known to be the most influential of the once 6 existences, not counting Baalt of course. This is all due to Etyrnytya being the "retirement" home of the gods before Ba'laan; they frequented here when their power waned and lived the rest of their lives in peaceful tranquility. The Essence flows unchecked here and provides the once-gods with their immortal powers. Now that less gods exist as they once were, the Essence is even moreso powerful or untainted.</div>
<div align="left">Etyrnytya is the home of the sphere of law and order as well as being blessed with the presence of Khamylyons Citadel on planet Pranta; this is also the planet where the Matrix forms a nexus. Pranta is also the home of the outworlders reception zone, in the Outlands of Pranta. As technology has never existed here in hyper-advanced form as some places, planetary travel is very limited. For a matter of fact all tech not native to Etyrnytya or any artificial intelligence or technological weapon is instantly destroyed upon crossing the Void.</div>
<div align="left">
Hynakiyan Prime</div>
<div align="left">The home and confines of the sphere of Chaos. Khayn has a space Citadel in HP that changes positions hourly. This existence is always in a state of rebellion and anarchy. No specific rules on tech exist here, yet. Technology is still banned up to and into the Void should any technological wonder manage to escape from the HP, but inside, its no holds barred. The LoM is enforcing the ban inside HP but for some reason not as intensely as other existences. As all other existences, reality is a little different from the norm here, perhaps in the way that life passes on quicker here.</div>
<div align="left">The Matrix does not get as picky here as in other places as to where it drops you off at, but MOST of the time its on solid ground or even on a planet suitable for life. Due to the risk involved of coming out of the void into a vacuum, travellers from outside usually prefer the World Serpent, Navigators, or they look for a gate in Tarkanya to get to HP. Tarkanya is a pocket dimension with a small Sol-size galaxy. It is also the only one still accessible only by Wormholes. The last vestiges of the Defenders of Tarkanya remain here as this dimension is the capitol or center of Cyryndya. This place is also in rebellion constantly due to Uruths and direct gateways to HP. </div>
<div align="left">
Sardyryan Prime</div>
<div align="left">The center of the multistance. Where all gateways lead and home of the sphere of Balance. Khay has no Citadel here but does reside in the pocket dimension of Ranaria with Ranara the Grand Dragon. Unusually, the center of this existence is a single planet; Sol, despite the terrans belief's. Thus SP differs from all others in this aspect as the others all have central GALAXIES. Home to the Empire and StarHaven, the latter in a space fold in the Void. Realities here vary according to whims. Technology is banned here almost to the severity of Etyrnytya but is enforced by Pultites ( Dragonoids of no small power) and Paramanders. However; technology does exist in the form of black-market and Worked items. Most events of any circumstance happen here, probably due to the fact that it neutral territory.</div>
<div align="left">
Cyryndya</div>
<div align="left">The last place where true Donorotellons once lived and now home to the last defenders of Baalt. This existence is actually more of a pocket universe or system of planets but because of it inherent varied realities it is here listed as a separate existence. The hub planet here and gateway to Baalt is the Super-large planet Ru'nthaan. It is completely fortified against unescorted entry into Baalt.</div>
<div align="left">Cyryndya's realities forbid any advanced technology from entering except by true Iruar and their immediate descendants or First Family. Ta'nith K'naar Ursthiin (female) is Lord and Master here over even the elements; she is one of the last First-line Donorotellons besides Randu Uth Kor'thar and Lord Ba'laan. The lands here are patrolled by scouts of House Tarkanya; always at least 2 women and one less man. Women are armed with omnibows and cobalt armor and men are equipped with Armor of the Ruspin ( an armor which endows quad speed running and virtual indestructibility when charging) and either a two-handed sword or dual bastard swords; all weapons are Laen. These scouts are judge, jury, and if need be, executioner in deciding if you pass to the capitol or not. From the capitol one may request an audience with Lord Ta'nith for admittance to Baalt. Dwellers in Tarkanya are from the line of Cyryndyans that left to establish strongholds to further the hunt for the Uruths. Maya Uli Tarkanya founded this line of specialized hunters and scouts. Essence flows are normal here.</div>
<div align="left">
Void and Voids End</div>
<div align="left">The Void is probably the most respected if not feared power in all existences as it boasts the dwelling place of the Unlife. As far as traversing the Void to another existence or even merely just exploring; one has to be very careful or just very stupid. The Essence is so concentrated here that it has manifested itself into forms representing the mind that first touched it, Khayn. You have to contend with your worst fears and doubts when traversing it. Monsters and creatures of fame here dwell unchecked for years with their powers unhindered by light or the higher mind.</div>
<div align="left">The rulers of Baalt placed in the deepest part of the Void a gate in the form of a planet. This planet is Kulthea and has its own Lords and higher powers, The Lords of Orhan.</div>
<div align="left">The Void, or the Unlife, of course have created many things that completely prohibit ship travel past the void and it is believed that ones not worthy of "feeding" the Void are merely ejected out somewhere near their entry point. Only Ba'laan and his chosen have a finite chance of contending with the anomalies of the Void.</div>
<div align="left">
Baalt</div>
<div align="left">Home of the Iruar. It is believed that the planets here exist in such a harmony that even during daytime one can see dozens of planets in the sky. Very calm and peaceful is all life here. No violence exists here. Each Iruar, about 14<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->30(to the power of 30)<!--sizec--></span><!--/sizec-->, has its own existence here with its own Matrix combination and realities. Here is where Ba'laan and the favored draw their powers. If any outsider ever enters he will be received rather forcefully (but harmlessly) into council with between 5-27 Iruar, all in various forms. You may see only a very few but don't doubt that more are not near. Council will then ask and answer questions and then immediately send the "intruder" back to his favored place, wherever or whenever that is. No outsider is allowed residence. Any outsider with violent intentions is instantly and irrevocably teleported to Cyryndyan council to deal with his violent intentions there.</div>
<div align="left">
Technology and the Essence</div>
<div align="left">Tech has advanced from simple hand to hand combat to black ray projectors and time/space jumping, not only in combat but in all areas. One had to only dream and tech could be the answer. Death was even partially defeated by the advances of technology.</div>
<div align="left">Essence manipulation advanced from simple survival instincts and animal magnetism to the creation and manipulation of time, space, matter, and energy. Lords of the Essence Worked their environment and themselves to the point of practical immortality.</div>
<div align="left">LoreMasters, masters of knowledge, combined the designs of technology with the Working of the Essence and here we had begun to witness true advancement. Artificial, sentient life forms with meta capability were created. </div>
<div align="left">Technology is the designs of man (or alien). Essence is the many combinations and interceptions of the twenty-one spatial lattices making up the Matrix field; Matrix being the very fabric of our existence. By the manipulating of the Matrix, which even supports the laws that tech is founded upon, Ba'laan was able to enforce his bondage on technology throughout all existence.</div>
<div align="left">Anytime anyone uses or manipulates the Essence it is called a Working. A Loremaster, Essence Lord, Adept, or any being using the Essence Works it. The greater the Workers power, the bigger the area affected or the larger the object can be Worked. Any object can be Worked if one knows the proper inscriptions or formulae. The object will hold the Working until it is broken or the Working removed. Workers also call the Essence Fae and describe it in one of four ways: Earth, Solar, Dark, or Tidal. The former being the favored among most sentient creatures.</div>
<div align="left">Earth Fae travels along the infraction and cracks between the planets tectonic plates. It travels along via earthquakes and geological vibrations. The closer a Worker is to a fault line or a geographic active zone the greater the power of the Fae. During an earthquake the Fae is released in such high volume that no one can successfully tap it without blowing out their life-force into the Matrix and thusly ending their pitiful life.</div>
<div align="left">Tidal Fae is basically a maritime power and is accessible only near large bodies of water; Earth Fae by the way, cannot be accessed through more than 100 ft. of water. Also, Tidal Fae is only available in vast amounts, about he volume that a 6-7 point earthquake releases for Earth Fae. ( Earth Fae totally unavailable to most sentient creatures above earthquake rating 1.3 ) A select few races can even access Tidal Fae at all. Available easier when the moons are visible, Tidal Fae always is identified as being the only Fae the creates a rainbow display around or near the Worker when used.</div>
<div align="left">Dark Fae, accessible only at night and strongest where light never touches, is the most deadly and inherently lethal and violent of all the Essence. Unlife is linked to Dark Fae. When one Works this Fae a tunnel is opened between Worker and Unlife. In a few seconds, unless precautions are set, the Unlife will reach the Worker and then form a corporeal manifestation. Dark Fae exist only where change and destruction exists and is only usable at full potential when used for causing destruction or change. Unlife gets power at night or in darkness and lives in some areas by manipulating Darkfae to bring real the fears and anxieties of sentient beings. This is how many "monsters" were formed. In some rare instances, Darkfae via the Unlife, can exist any where that fear, anxiety, or worry exist, even in the light of day.</div>
<div align="left">Solarfae is the most powerful of all existing Fae. Not many minds can handle the Solarfae without burnout or by being in a Metaconcert. No other Fae can match Solarfae except perhaps Quakefae channeled without burnout. Only usable in sunlight or within its line of sight, Solarfae is also the easiest to work.</div>