[Inaius][OOC] The Maelstrom and the Twelve-Worlds Commonwealth

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The Maelstrom
The Maelstrom is a nebula located in sector 005 of the Inaius region. It’s an area of unstable stellar forces and severe gravitational distortions. Little is known of the inner nebula, as few ships or probes have ever returned. A number of strange phenomena have been recorded around the edges, including massive electromagnetic energy waves, micro-singularities, and the complete collapse of both hyperspace and slipspace within the Maelstrom’s interior. This means that faster than light travel through the nebula is rendered impossible. Most species give the Maelstrom a wide berth when passing through the area.

While explorers have tried to chart the interior of the Maelstrom, this has proven to be a pointless and dangerous exercise. A few planets in systems on the fringes have had explorers land on show and they've discovered signs of an ancient spacefaring race that once lived in the area. The chaotic energies from the nebula have blasted the surfaces of all life long ago, leaving only crumbling ruins as testament to their existence. This has led to theory and speculation about what kind of catastrophe could have created the Maelstrom and wiped out this ancient species, leaving only long dead worlds and crumbling architecture.

Yet from within the Maelstrom a strange radio signal can be picked up by passing ships. A lone signal that repeats over and over again, in a pattern so distorted and degraded, that its original meaning can not be deciphered. Is it possible that somewhere deep within the Maelstrom the ancient spacefarers might yet have survived, now trapped on a world cut off from the wider galaxy? Or is it merely a ancient distress beacon, a call for help against the end that befell these ancients that went unanswered?

But life still exists and thrives within the Maelstrom. A handful of planets teem with flora and fauna which have evolved to survive the strange conditions of the nebula. Even now a new civilization stands on the threshold of interstellar exploration. They marvel at the ruins and wonders left behind by the ancients, and dream of one day making their own mark on the galaxy. But the fate of these long ago precursors, the doom that befell them, could very well be the fate of this younger race. For the Maelstrom holds many dark secrets, and dangers that if unleashed, could spell the end of all life in the universe.
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The Twelve-Worlds Commonwealth
Inside the Maelstrom, once cut off from the wider galaxy, is the political entity known as the Twelve-Worlds. It is made up of, unsurprisingly, twelve individual planets connected by the Archon Starbridge network. The inhabitants of these planets are the Frondauri, a sapient race of mammalian humanoids.

The Frondauri were only aware of the universe outside of the Maelstrom based solely on ancient archives collected by the Archons (an ancient precursor species) from nearly 200,000 years prior. Most of their knowledge is out of date and their spaceflight capabilities were limited, mostly satellites and rocket based orbital modules. This didn't stop them from dreaming of expanding beyond the Maelstrom.

The Commonwealth of the Twelve-Worlds is a federal republic, its capital located on the planet of Pendragost. The main legislative body of the Commonwealth is the Parliament, formed by elected representatives chosen by the peoples of the Twelve-Worlds. The Parliament is responsible for representing the electorate, making laws, and overseeing the government. The Parliament also has final say over issues regarding the Starbridges.

The head of the government is the First Chairman, an elected official who serves for a single ten year term. The First Chairmen heads the Council of Twelve, a group of twelve chairmen who are elected by the governments of their respective worlds, and are responsible for deciding policy and settling political disputes between the various member worlds.
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The Frondauri
APPEARANCE:
The Frondauri are a species of omnivorous bipedal mammals. They resemble humanoids in their physical shape — two arms, two legs, and a head atop a slender neck— but display horns of varying sizes, a usually spiked or furry tail, and hooves at the bottom of their legs instead of feet. Frondauri are capable hunters, and are at home in forests, mountains, plains, and almost every type of climate or ecology. Frondauri come in twelve distinct subspecies which are identifiable by differences in horn size and structure, hair on their legs around the hooves, by shape and length of tales, or by certain shades of skin color.

LIFE CYCLE:
There are two sexes, male and female, and they can be differentiated by external features. They reproduce by birthing live young, like all mammals, and care for their young. Females go into heat every ten years, and can birth between one and three young at a time. Children grow to adulthood in their familial community, a semi-tribal unit, lead by a matriarchal female. Childhood lasts roughly around twenty-five years, and the Frandauri are known to live well past a thousand. Old age is generally beset by a slow wasting disease that impairs them physically and mentally, leaving them helpless and incapable of performing basic functions, until they are unable to even eat and so starve to death. Families will usually give the dying aged a painless poison to ease their passing when they reach this stage.

PHYSIOLOGY:
The Frondauri diet comes from both plants and animals, though meat is more often preferred. Frondauri are capable of running great distances, and are persistance hunters. Their hands are dexterous enough to manipulate tools and weapons. Some Frondauri have sharp claws at the ends of their fingers, but most do not. The Frondauri prefer nature and more natural housing. They are succeptable to a number of parasitic and fungal pathogens that are common among the twelve worlds.

SOCIETY:
Frondauri society has a deep love for art, music, and science. They have advanced biochemical sciences, and powerful biological weapons. They worship an ancient precursor race whose statues dot the planets they call home. These precursors, called the Archons, are believed to have created the first Frondauri. Their cities are grown from massive trees and brambles, covering over the ancient stone works of the Archons, which serve as places of worship. They have basic spacefaring technology, mostly satellites and probes, though how far they can go is limited by the unstable energies of the Maelstrom. Instead they’ve spread out to a handful of worlds that are still connected by the Archon’s crowning technology, the Starbridge, which allows instantaneous travel from one planet to another.

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Tartari Male
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Rhodani Male
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Artist - Miguel Regodón Harkness
 
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Frondauri Organizations
WATCHERS:
The Watchers are an organization tasked with tracking and studying the movements of the energy storms prevalent in the Maelstrom, and their effects on the planets and ecosystems therein. They maintain scientific outposts and research stations on every planet within the commonwealth, with their main headquarters being located on Pendragost in a great Drasul Tree which the Frondauri grow into cities and buildings. The Watchers also keep the ancient archives in the Archon ruins on Ithycar.

GUARDIANS:
The Guardians are a paramilitary organization with a mandate to protect commonwealth worlds from dangers like Phytodaemons and other Maelstrom entities. They are experts in bioplasmatic weapons, as well as close quarters energy bioblades. While they answer to the parliament of the commonwealth they operate independently of the military. They are headquartered in the Citadel, an ancient Archon complex that has survived the millenia since the Archon extinction. The Citadel sits over a number of inactive bridges leading to worlds that were wiped clean during the Archon’s final days, as well as one of only two bridges leading to the ruins of the Archon’s capital, which is now known as the Tomb.

CRUSADERS:
<<WIP>>

HUNTERS:
<<WIP>>​
 
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The Known Worlds of the Maelstrom
The Commonwealth
ABZYDAE:
Abzydae is a world covered in ocean. There ae a few deep trenches, but mostly the planet is covered by shallow seas with numerous island chains rising above the water. The ocean is filled with algaes and minerals, making it a health haven for Frondauri citizens seeking to bathe in the waters.

ATASHA: Atasha is the Eden of the Maelstrom. It sits in a small pocket of relatively normal space and is rarely affected by the harsh energy storms that sweep across this area of space. It is a sunny, biologically diverse planet, a place that Frondauri go to vacation, to float in the warm saltwater seas, or to relax in the giant horsetail rainforests.

ATHARBUS: The surface of Atharbus is inhospitable to life, being blasted by severe radiation from the Maelstrom’s energy storms. However the planet is partially hollow, with a network of deep caves and caverns that host diverse microclimates and biomes. Atharbus is also home to a native bat-like creature that is a highly intelligent species just starting to evolve the beginnings of complex speech.

HARKLAEDUS: This planet has numerous active volcanoes and one of its smaller seas is made of liquid mercury. Clouds of sulfur dioxide can form in the atmosphere. The planet is very harsh to live on, yet despite this a number of fungus and algae plants with pharmaceutical properties grow in abundance, making habitation lucrative for many Frondauri settlers.

HORRATHUS: A lush green world covered in megafauna, like the mighty Drasul trees which can tower kilometers into the sky. This is also the native home of the Briekar felines that the Frondauri keep as pets, as well as utilize for police and military use.

ITHYCAR: Aside from the Tomb, Ithycar is home to the most Archon ruins, including the famous archives. The planet is mostly desert, plains, scrublands, towering granite mountains, savannah, and steppes.

KOLONAE: Kolonae is a temperate continental world, and as such it is the second most populous of the Commonwealth. Massive cities built of traditional ground structures and Drasul trees house an educated and skilled technical population.

PENDRAGOST: Capital of the Commonwealth. Mostly mountains and plains with a number of massive and deep oceans. Massive Drasul cities have been grown here as cities for the Frondauri. This is also location of the Citadel, the most intact Archon building.

RHODON: Orbits a dwarf star and thus gets little light. The planet is covered in giant fungi. A contagious and deadly native fungal growth is known to infect Frondauri, and so citizens from Rhodon experience greater scrutiny and restrictions when traveling. High levels of ultraviolet light have left the Rhodoni with dark and pallid complexions.

SUNDASHA: A dry, harsh world, yet teeming with life. Great forests of thorny brushland are home to numerous birds and marsupials, while the vast dusty plains are home to great packs of herbivorous beasts subsisting on cacti and bitter desert thistles while migrating between sparse oases and seasonal rivers.

TAMARAES: The heart of Frondauri spiritualism, Tamaraes is a cool world of icy seas, mountainous glaciers, and volcanic activity. Hotsprings flow down deep valleys into warm rivers, creating microbiomes rich in plant and animal life. Tamaraes is also home to a number of Archon ruins buried beneath the icy wastes of the planet.

TARTARADAE: This planet is covered in shallow seas teaming with exotic marine, amphibious, and reptilian life. It is also home to the Painol Forest, a massive clonal colony of trees with a single root system through which they communicate and the Frondauri based their Vinehorn technology on.

Frondauri Colonies
GRIMAEZ:
A world of marshes and wetlands, this planet is filled with deadly and hostile flora and fauna. The sun is often choked out by dense clouds of deadly gases. Settlement has proven difficult yet its place as a stop over to other colonies has made it a tempting place for entrepreneurs to set up shop and peddle their wares.

KARNAETH: The first world settled by the Frondauri following the discovery of Helgadae. Karnaeth is a world of humid tropical forests and hot savannahs. Herds of megafauna crawl across the plains, climb among the trees, and fly through the sky, even drifting among the clouds.

KHODES: The Gateway to the Maelstrom, Khodes sits at the end of the only corridor of stable subspace. A dry and hot planet, the limited life that can be found here is tough and hardy. Aside from being the launching point of Frondauri ships, the planet is also home to a grotto of Archon carvings and statues located within a deep ravine.

OSYTRUS: Osytrus is covered in massive crystal formations, towering into the sky like mountains. Between the formations the land is covered with forests of cyprus and cedar-like trees, as well as clinging vines and flowering araceaes and rhizomes. The crystals are believed to be the naturally occurring mineral that the Archons used to build their structures.

SYLFAERRUM: A world of dark forests and massive mountains. Many Frondauri have made a new home here among the woodlands. Sylfaerrum has become a haven for thousands of Rhodoni refugees.

TALHALLUM: Dry and cool, the boreal plains and rocky steppe make life on Talhallum harsh. But below the planets surface numerous elements can be found in abundance, and so settlers flock here looking for work and opportunity, even among the harsh and deadly electric storms that ravage the surface.

Non-Commonwealth Worlds

PERSEPHAE (The Tomb):
Center of Archon power, this planet is said to be where the Archons met their final end, facing off against some unspeakable force. The few who survived the final holocaust fled to Pendragost and Ithycar with a handful of Starbridge crystals, before eventually they too perished. The strange signal from deep within the Maelstrom is believed to originate from here.

ARCHAEUS: The planet of origin for the Archons. They treated it as a holy site, and as such it remained an eden-like world after they spread out among the stars. Archaeus was believed to have been made lifeless ahead of the Faceless advance, scrubbed clean in atomic fire. But life survived the holocaust, becoming twisted and dangerous. The plants and wildlife mutated from radiation and the forces of the maelstrom, becoming violent and deadly. This is now the home of the Shyanar. Archaeus has been granted special status as an associate member of the Twelve-Worlds.

HELGADAE: Once the heart of Archon industry, this planet was left lifeless as the Archons fled before the faceless. Here is where the foundries that forged Archon weapons were located. This was also where their mighty starships were built. Now the planet is nothing but a lifeless rock, its atmosphere long ago dispersed. Only a single facility, buried deep beneath the surface, remains active.
 
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Archons (Extinct)
APPEARANCE:
The Archons, as they are called by the Frondauri, are a long extinct humanoid species. They were tall, slender, and pale, similar in many aspects to Humans. Their skin though mostly a dull white, could have patterns of red and gray discolorations. They had large powerful hands with claw-like fingernails, and sharp canine-like teeth. Their hair was exceptionally course and came in many shades, but mostly whites and grays, though on rarer occasions reds, browns, golds, or silvers.

LIFE CYCLE:
The Archons had two sexes, male and female. The females were usually taller with longer pointed ears. The males had smaller frames, denser musculature, and more prominent teeth. Estimates put their life span at around three hundred years. Every three to five years the females would enter their reproductive cycle and could have a litter of up to nine offspring. They also seem to have had patriarchal family units, with one male and several females for breeding. Females were more involved in matters of politics and leadership, while males performed the duties of soldiers and protectors.

PHYSIOLOGY:
The Archons were carnivores at one point in their history, but had evolved to be able to consume a more omnivorous diet. Males continued to eat more meat than the females, likely because of their greater muscle mass.

SOCIETY:
Little is known of Archon society. While family units were patriarchal, there is evidence that their society at large was more egalitarian. Both men and women could own property and hold public office. They built massive cities, towering monoliths built from a gray crystalline material. There was a class system with warriors, artists, and nobility, but how much this affected ones social mobility is unknown.

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Artist - Richard Anderson
 
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Phytodaemons
Phytodaemons are the terror of the Maelstrom. They are carnivorous plant-based predators. They are extremely aggressive, extremely fast, and extremely hard to kill. They crop up on commonwealth worlds from time to time, but where they actually come from remains a mystery. They are able to regrow lost limbs, in the same way as a tree would. However, this seems to be accelerated, allowing them to regenerate in a matter of hours to days.

The Frondauri hunt and destroy any Phytodaemon should it show up, as even one can have a devastating effect on local wildlife, and can completely obliterate an unsuspecting settlement. Despite their vigilance in trying to exterminate this species, the Phytodaemons continue to randomly crop up, in rural or urban areas, as if something awakens a harmless plant and turns it into a mindless beast, hell bent on devouring any living creature.
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The Starbridge Network
The Starbridge network is series of interconnected gateways spread among numerous worlds which once allowed the Archons to travel vast distances between planets in the blink of an eye.

They are square arches, built from a crystalline material, with a single activator crystal installed at the top of the arch. Each bridge only has a single destination point, a twin, and it can only connect to that bridge and no other.

The crystals in the arches can only power that particular gate. Remove it, and the gate will not turn on. However, a bridge can still be connected to by its twin, even if it’s crystal is removed. A bridge can only be two way if both arches have their crystals, otherwise it’s a one way trip.

Most bridges are small, 4 meters high and two meters wide. The control crystals for these bridges are not unique and can be swapped out between other small bridges. The larger bridges however, have unique Crystals that cannot be replicated and only work in that specific arch. These larger bridges can be 15 meters by 15 meters.

The Frondauri are able to produce an inferior version of the smaller crystals. These are capable of powering a bridge a handful of times before burning out. They aren’t capable of replicating the larger, unique crystals yet.

Only a handful of bridges remain active on commonwealth worlds. But many hundreds of inactive ones can be found littered around the nine-worlds. Despite the rarity of Archon made crystals, the gates have been in use continuously for centuries, without burning out. A testament to the quality of Archon construction.
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Briekars
Briekars are a feline-like species native to the dense forests of the planet Horrathus. They have dark fur with blue, purple, red, and gray highlights. They have long forked tails with barbed spikes along the back ridge. They are exceptionally ferocious in the wild, but the domesticated Briekars are loyal and friendly. They are capable of some problem solving, and show a high level of intelligence. The Frondauri domesticated the Briekar as both pet, and guard animal. There are specialized units in the Commonwealth military that use Briekars alongside their soldiers as trackers and shock troops.

Domesticated Briekars form a limited psychic bonds, and are capable of understanding simple commands, and can also pick up on the mood of their Frondauri masters. However, the death of a their master can be fatal to a Briekar after bonding, often resulting in the animal becoming despondent and wasting away. The death of a Briekar can also affect the bonded Frondauri, causing long lasting psychological distress and mental health issues unless addressed. Despite the draw backs, the Frondauri believe the benefits of bonding are worth the risks.
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Drasul Trees
Drasul trees can grow to immense sizes, especially on Horrathus. They have sturdy trunks, and their thick, rough, and lumpy bark can safely cut into, allowing passages and stairs to be carved directly into them. Their branches spread far outwards, and are so thick that houses can be built on top of them. The Frondauri grow the trees on most of the nine-worlds, and use them as giant towering cities.

The trees are semi-deciduous, losing leaves only as new ones grow. Otherwise they are evergreens and do not go through a seasonal shedding of foliage. The Frondauri, as well as Briekars, are at home high among their branches. Houses, offices, and public buildings are constructed right on the trees branches. Other plants, like creeping and hedge vines, are planted directly into the tree to create dividers and also railings. The Frondauri also build buildings on the ground, but the majority prefer life in a Drasul.

The largest Drasul trees on Horrathus are so old, and so tall, the tops are nearly reaching the edge of the troposphere. Drasul trees take millennia to grow to their natural heights, but Frondauri bio-technology can speed that up. They can have a new Drasul tree reach maturity, large enough to build a new settlement on, in less than a hundred years. However, artificially accelerated Drasul trees never seem to reach the same heights as their naturally grown counterparts.

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The Faceless
APPEARANCE:
The enemy of the Archons, known only as the Faceless, are terrifying beings. They have similar proportions to the Archons, they are bipedal, but they differ drastically in appearance. The most striking thing about them is their lack of eyes, noses, and ears. All they have is a mouth, with thin red lips, and numerous rows of sharp fangs. They originate outside of our space time, likely from another universe or even a bubble within subspace. They were able to cross over into our universe by breaching the subspace tunnels created by the second generation Starbridges, originally built by the Archons. Though the Archons were able to destroy the subspace tunnels, resulting in the creation of the Maelstrom, there were still many Faceless trapped in our space-time afterwards.

LIFE CYCLE:
Very little is known about the Faceless. They seemingly live forever, and can survive under harsh conditions. They prefer the dark, and are capable of creating shadowy apparitions that they send out ahead of them. There is only one known way of reproduction, as described by the Archons. If a Faceless ever got close enough to an Archon, they would grab them by the spine and a dark cloud would pour out of their mouth and into the eyes, ears, nose, or mouth of the victim. This would slowly turn the victim into one a Faceless.

PHYSIOLOGY:
The Faceless are described as incredibly fast, and incredibly strong. Their bodies are exceptionally muscular, giving them an imposing physical presence. Little else is known about them. Not about their diet, or even their biology.

SOCIETY:
All Faceless work together for a common goal. Whether they are a hivemind, or individuals, no one knows. If they communicate, they do so in an unknown way. They have never been witnessed communicating verbally, or non-verbally. The Archons were also sure they didn't communicate with pheromones or scents, and speculated they might do so telepathically. This of course, has never been verified. If there is any form of hierarchy, or command structure, it has never been witnessed.
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The Shyanar
APPEARANCE:
The inhabitants of Archaeus, the Shyanar are a carnivorous species of winged humanoids. They stand roughly around 1 meter tall and all appear femine in face and form. They have insectoid like wings growing from their back. As a Shyanar ages they begin to have pronounced calcium growths start growing on their bones, including their face. These deformities are a side affect of the low level radiation that permeates everything on Archaeus. They have pointed ears and serrated teeth. Their hair is thick and curly, and there eyes come in shades of browns and yellows.

LIFE CYCLE:
A Shyanar is very short lived, rarely surviving past thirty. This is partly due to their naturally short life spans and also the radioactive hellscape they live in. All Shyanar are hermaphroditical, starting out as females in their youth, capable of producing young, and then becoming male as they grow older. The rare Shyanar that remain female into old age become matriarchs of their family unit. Shyannar lay eggs in communal clutches and all young are raised by the family group with no regards to parentage.

PHYSIOLOGY:
The Shyanar feed mostly on a meat based diet, hunting the giant insects and monstrous animals of Archaeus. They use their wings to ambush prey, and to escape danger. They are light and swift, capable of moving quickly and silently through the brambles of Archaeus.

SOCIETY:
The Shyanar form communal families, with a matriarch as their head. They dig burrows underground, and build defenses to protect themselves. They have a base understanding of metallurgy and also chemical sciences. They keep the newly hatched young below ground where the radiation can't affect them, and only let them go above ground when they reach an age of maturity.
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Azui
Azui are a species of mutated insects found on Archaeus. They are exceptionally dangerous due to their large size and sheer numbers. Azui swarms can number in the thousands, and they make their homes in nests built from mud and natural secretions. These nests can house millions of Azui larva.

Azuis come in two main varieties, the smaller stinger-fly Kof Azui and the larger bloodsucking mosquito types Shylg Azui. The stinger-fly variety make their homes among the twisted bramble forests of Archaeus. They can fly in and out among the thorns and strangling vines. While they can be a threat to a Shyanar, they aren't generally as aggressive. Their prey consists of other insects and smaller Amokk spiders.

The Shylg Azui are far more dangerous. They are never out and about unless in large swarms. They make their nests below ground and generally prefer hunting the creatures of Archaeus that live in the skies. They are known to hunt and kill Skyrres, as well as entire nests of Amokks. While the large Moghs have protective fur that keeps them away, their long needle-like beek can penetrate to the skin of the ground crawlers allowing them to feast on their blood.

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Amokk
Amokks are similar to spiders, but they have ten legs instead of eight. They come in numerous varieties and sizes. They spin webs and will use them to create massive fields of traps to catch Azui and other insects. They often live together in large communities, and will even allow Amokks from other subspecies into their nest groups. They prefer dark moist places to live like ancient Archon ruins, but their hunting fields can be found almost anywhere.

Some Amokks have deadly neurotoxins that they use to kill and preserve their prey, while others have milder venom that only incapacitates. Larger species of Amokks can spin webs with high tensile strength and they can build defensive walls that will stop anything smaller than a Mogh. Other Amokks will have lighter webbing that can be sticky, or even be coated in a mild toxin that can cause their prey to become lethargic. Because multiple Amokk species can live together in single communities, they employ their different evolutionary advantages in cooperation with one another.

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Frondauri Society


The Frondauri hold to a spiritualistic way of life, one that balances oneness with nature against scientific discovery and exploration. They have a polytheistic religion, with their gods being personifications of the planets they have settled on.

Frondauri organize themselves into family clans called Volns, with an older matriarch as the head. Frondauri bloodlines are matrilineal, with males marrying into a family group while females remain within the one to which they were born. Children are raised communally among sisters and their husbands, until the age of twelve.

At that age Frondauri children begin their education. They are sent off to schools to be educated in science, art, and religion. Upon arrival at these schools they are organized into Kells, which is made up of randomized youth from different Volns. These Kells become a close-knit community among the youth, and serves to introduce Frondauri youth to other youths outside their family units.

Different Kells compete with each other throughout their education in sporting events as well as academic ones. Members of Kells remain close friends throughout their lives and fosters interconnectivity among Frondauri, as well as intermarriage between Volns.

Frondauri reach adulthood at the age of twenty-five. They finish their education and are discouraged from returning to their family units until they find their path in life. This can take between a decade or two, in which time the young adult Frondauri will often explore their new freedoms through merriment and adventure, before eventually choosing a career of some sort. Most Frondauri will have found a partner and settled down by the time they reach fifty. Females become sexually active in their late 30s while males can become sexually active in their late 20s.

Upon marriage they will return to their Volns, or join the family of their wife, and soon have children of their own, raising them into adulthood. Frondauri females go into heat every ten years and can produce between one and three children every coupling. Females remain capable of having children for many decades, though it is rare for a female Frondauri to have children past their 120s.

As Frondauri age out of their child bearing years they leave behind their Volns and former careers, beginning a new chapter in their life. Elder Frondauri will often join one of the religious temples or start a career in government. Quite often, elder Frondauri will change careers numerous times during this stage of their life, seeking out new experiences and education to round themselves out as members of Frondauri society.

It is not uncommon for Frondauri to reach an age over a thousand years. The last stages of Frondauri life are met with a slow decline in physical and mental acuity as their bodies are ravaged by the diseases of old age. They return once again to their Volns, taking up positions of respected elders and caretakers. They slowly waste away over many years, their bodies and minds becoming more and more impared. If left in this stage they will continue to waste away, losing all that they are and unable to care for themselves. The family clan will usually decide to end their suffering painlessly by giving them a quick acting poison with which they drift off peacefully.
 
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