--- Core Energy ---
Core Energy is a raw, free-floating form of energy that can be found virtually everywhere on Septerra, though in lower concentrations the higher up you are (Shell 1 is the highest, Shell 8 is the lowest due to being the actual planet's surface). It is responsible for regulating the proper rotation of the seven concentric layers of planetary Shells. Due to its high energy content and ease of availability, it is used by nearly every Shell with special machines known as
Core Engines.Core Engines passively collect ambient
Core Energy from the air, and convert it into light, heat, and electricity -- and possibly even more. They range in size from as small as a cellphone battery to as big an airship's primary power supply and drives, making their applications nearly endless. They can be recharged (or supercharged) with pre-filled "batteries" of
Core Energy. Such batteries are reusable, but highly prized, because they are made of the same rare materials used in the making of
Core Engines.--- Robots, cyborgs, & biotechnology ---
Mostly used by more militaristic nations or pirate groups on other shells, cybernetics and biotechnology are nonetheless very widespread. Entire armies are built around combat "droids" that are controlled by implanted human brains, or on soldiers that are literally grown in vats. Robotic units meant for anything from labor to defense are also common. Some are four-legged ones that possess just enough artificial intelligence to be indistinguishable from a very large, loyal, and heavily armed dog. Some of the most successful people in the world are "robotic" creatures with human brains that possess all the emotional and mental faculties of a human, and stalwartly refuse to identify as anything but.
--- Septerra ---
Septerra's primary surface, Shell 8, is like almost any other common planet's, though it is mostly unknown to the inhabitants of Shell 2 due to them being six planetary layers above it. Most of the inhabitants live on floating continents, which essentially rotate in seven orbital layers around the central planetary "Core".
Core Energy is present at all of these planetary layers, called "Shells", though the amount of it gets thinner the higher up one goes.
Radio frequency-based communication is common between Shells, though the presence of
Core Energy in the air tends to distort these transmissions, lessening the effective range of such devices to less than a few kilometers in worst conditions. On higher Shells, radio transmissions can travel much further.
--- The 8 World Shells ---
Shell 1 - The highest orbital layer of Septerra. It is very sparse, consisting of only a handful of major floating "islands". Gravity, air pressure, and
Core Energy density are the lowest on this layer, but still well within normal human survivability thresholds.
The Chosen -- a religious, feudal clan-based hierarchy of biotechnology-focused humans -- are the principal inhabitants of this shell. The Chosen claim to be the first to have tapped the Great Spine, the tops of which end directly within two of the largest islands on this Shell. To be sure, their mastery of
Core Energy is unparalleled. They have learned to mix this with their advanced biotechnology techniques, to the point where they literally
grow their own machines made of a form of bone, complete with biocomputers that use light to communicate with one another. Chosen airships -- even their largest battleships -- are all grown from scratch in this manner.
The Chosen's grasp over biotechnology is fairly recent, however, unlike their longstanding knowledge of
Core Energy. They are still regularly dumping their junk and scrap off-Shell, much of it winding up on Shell 2. Most of it is common-pattern metal-based machinery and materials, with a few "outdated" (by Chosen standards) biotechnology-based bits thrown in, suggesting that the Chosen are undergoing a phase of industrial-scale refit and replacement.
Shell 2 - The main continental Shell in which this game takes place. Shell 2's islands consist mostly of rocky crags, deserts, and scrubland, but with plentiful oases and one or two major rivers that still allow life to flourish. However, its remote location and lack of people make it a popular spot for other nations to dump their unwanted junk and scrap metal, and some may still maintain outposts here to do trade with Shell 2's inhabitants,
The Junkers.Shell 3 - "World Shell 3", as it is popularly known, is comprised of verdant green grasslands and fields, beautiful snow-capped mountain peaks, and rich forests of thriving trees. Water is very common and easily accessible here, and is a popular trading export for the Shell's residents, who are mostly those of the
Seven Winds Nation. This is a militaristic socialist republic who take pride in their well-established army and police forces, termed the
Holy Guard, who, though they are few in number, have tremendous economic backing and years of experience behind them. The Holy Guard all avow themselves to
Marduk, ancient God of Water, Plenty, and righteous Judgment.
The nation prefers to take a more defensive, passive-observation approach to inter-Shell conflict, content with safeguarding their own homes from pirates and monster attacks. The primary capital city of the SWN (pronounced "Swan") is
Wind City, which contains the main headquarters (and cathedral) for the Holy Guard, the main governmental offices, and a large water reservoir. The reservoir is fed by a number of mobile and immobile moisture-capturing machines, which pull water from the atmosphere to feed Shell 3's vast supplies.
Character hints: Junkers who started from this Shell may be outcast or retired members of the Holy Guard; or entrepreneurs who crave a more exciting life and the chance at making something original with what scrap and parts they can find. It is directly below Shell 2, and the skies here are mostly safe, so travel is hardly an issue.
Shell 4 - "Everyone and everything on Septerra eventually comes through the World Bazaar," as regulars to this World Shell like to say. Shell 4 consists of massive continents that span around the entire globe, laden with deep rainforests and rolling green hills. Most of its surface area is developed, with so many cities and buildings it is nearly impossible to govern them all. Indeed, Shell 4 has almost no government and absolutely no police force, giving criminal syndicates, pirate leaders, and virtually everyone else with the power to back up their authority total free reign to do whatever they like here. This has resulted primarily in sprawling slums choked with the less fortunate, toxic industrial wastelands, and abandoned factory complexes converted into fortified compounds.
On the flip side, the still-undeveloped jungles hold many hidden treasures for intrepid explorers, as Shell 4 is also home to several archaeological ruins and buildings of a forgotten civilization that once ruled here. It is claimed that all other human-populated Shells were started from this very Shell, though the Chosen, in their lofty arrogance, flatly deny this. Shell 3's
Holy Guard take special inspiration from the old religious pantheon of their "forefathers", in particular their patron God,
Marduk.Shell 5 - Mid-sized continents and islands of wide open plains and mountains rich in minerals and raw metals dominate this Shell. The two most powerful nations here,
Ankara and
Jinam, are eternally at each other's throats, staging frequent skirmishes in attempts to annex vital resource extraction operations. The political climate is so charged that open warfare could kick off at the drop of a hat. Many worry that if it does, it will only mean more business for sky pirates and opportunistic nations who could swoop in and take advantage of the chaos, for the armies and battleship-grade skyfleets of both sides are also responsible for maintaining a relative sense of order and safety here, especially for travelers coming past Shell 4.
Character hints: Junkers who started from this Shell may include former Jinam battle-droids with implanted brains (human or some other sentient); or former Ankaran army and/or fleet mechanics looking to ply their useful technical skills in the scrap metal-rich environment of Shell 2.
Shells 6 through
8 are mostly unknown to the Junkers of Shell 2... for now. All that is known about Shell 8 that far up is stories of a race of tribalistic monsters known as the "Underlost". Only those who have any business being on Septerra's surface are likely to encounter them.
--- The Great Spine ---
Stretching out from Septerra's core is a massive natural structure that runs straight through the core, extends out the two polar ends of the planet's surface for dozens of miles into the sky, and ends at the very top, World Shell 1. This is the Great Spine -- one single, colossal
Core Engine. In fact, it is the mother of all
Core Engines, for every civilization that utilizes them is handling technology harnessed directly from concepts that came from the Great Spine's structure. The Spine itself serves as a regulator of
Core Energy throughout all eight World Shells, balancing its density in the atmosphere by collecting and funneling any excess
Core Energy back into Septerra's core, to be released once again through the planet's natural cycle.
Some truly daring individuals have attempted to climb the Spine. This is not at all an easy task, for its surface, while composed of several hundred "discs" much like a real spine, curves at upward and downward angles between each one -- easily as much as 45 degrees or steeper. Only recently has personal surface-gripping technology advanced to the point to allow someone to realistically make such a climb, and even then, they must scale heights of several miles between each World Shell.
--- The Core ---
Septerra's planetary core is essentially a gigantic production facility for generating
Core Energy. As the Core produces it, it is released through the planet's extremely regular volcanic activity, rising to the surface through wide fissures and volcanoes to be dispersed into the atmosphere. The Great Spine regulates this activity to ensure there is no excess of
Core Energy, as an imbalance could very easily destabilize the motion of the planetary shells.