Solaris RPG
Solaris Map

After the event known as the Second Flux the entire face of Planet Solaris changed dramatically. Over a few thousand years, after the wave of energy repositioned the land, life has returned and the warriors of Planet Solaris entered the Post Second Flux timeline. Most landmarks from the Pre-Second Flux timeline have been moved dramatically or destroyed completely.



  • Elyndrel Village - Elyndrel is a small village that was built by Krauser Killener (quite possibly with the help of a nomadic group of Post-Second Flux native humanoids) after the Arena was relocated when the warriors of planet Solaris returned to the flow of time. It is a very small town equipped with an Inn, Tavern, Arena, Market, and several other additions. Some believe it may have been Krauser's way of trying to redeem himself for his part in the “activation” of the Second Flux. Is it the start of new civilization, a second beginning on planet Solaris for its remaining warriors. All warriors are welcome here, regardless of faction, clan, or guild. Fighting has been outlawed within the village, except for within the Arena, and the law is enforced by a group known as the Elyndrel Order.
    Recommended Level: Any

    • Elyndrian Academy - The academy is a large structure located on the opposite side of town of the Arena. It has several inner rooms and chambers, a growing library, and any warrior who feels they have something to offer may become an instructor. Unlike the Arena, the Academy isn’t a place to learn how to battle, but a place to learn how to control energies and other abilities.

    • Arena of the Elites - The Arena is probably one of the last remaining, and intact, pieces of the past that still remain on planet Solaris. Just before the Second Flux Krauser Killener gathered all those he could into its structure. When the time came he activated its hibernation feature which locked everyone inside in an alternate state of reality until Lumione Therion could travel through the Perma Tarn Rah portal. Inside the portal, time virtually stood still, while outside time rushed by approximately 10,000 years.

      The Arena now resumes its purpose of being a place where warriors come to do battle for both entertainment and training. It has a bleacher system that surrounds the battle floor and it is also the home of the “Communications Kiosk” that Krauser built so that the remaining warriors and civilians would have a means of communication.

    • Elyndrel Inn - Located directly beside the Tavern, the Inn is almost connected to it. The Inn is a place for tired warriors and travelers to stay. Some warriors actually spend enough time in the Inn that it's practically their home. It has only about a dozen rooms and is two stories tall.

    • Elyndrel Market - The Market is actually a row of small shops. The Blacksmith Shop, Craftsman Shop, along with some others as well as the Enchanter's Corner are located here. The Market is located on the opposite side of Townsquare than the Tavern and Inn.

    • Sunfire Tavern - The tavern is a small wooden structure that sits right next to the Elyndrel Inn. The bar is sometimes completely empty and there is usually not a bar tender in sight. Most warriors help themselves and it isn't for certain who actually restocks the liquor supplies. It has many wooden tables and several stools along the bar and is lit only by a set of torches that are spaced along the walls. It serves the purpose of being a place where the warriors of planet Solaris can come to share their stories and have a drink, if any drinks are available.

    • Elyndrel Town Square - Located directly in the center of town, this is Town Square. It has a stone walkway with a large stone fountain directly in the center. To the north lies the Arena, to the south lies the Academy. Everything else surrounds it.

  • Osperian Forest - The Osperian Forest is the single most massive region on all of planet Solaris. The huge forest covers approximately 33% of the planet's Northern Hemisphere. Most of the forest is unexplored, though much of the southern and eastern forest contains a multitude of paths.

    Deep within the forest, just north-west of the Xhan Tarn Beach, a mysterious artifact rests in a natural clearing of the forest. This artifact, called the Qual'lotus has lain for centuries and yet its purpose has never been fully revealed. Though it resembles a wide stone pylon, it is in fact a piece of technology, man-made and man-used.

    The forest is home to about half the life on planet Solaris, and contains representatives of all five different classes (As dragons have been known to build their lairs in the deeper forest). The most common lifeforms in the forest are Tulvarians, Kran Tigers, and Gratha birds, but a sharp-eyed visitor could easily spot rarer and better-hidden lifeforms as well. The plantlife in the forest is no less grand than the animal life, as the Ospertrees can reach heights of 800 feet. The ancient Solarian tribes typically resided in the forest, and as a result of this, many more philosophical Solarians tend to consider the forest as their cradle of life.

    The forest was left relatively unchanged after the Second Flux, which is unusual considering one of the focal points of the energy wave was located right inside the woodland. Many of the paths were overgrown, but after several weeks of hard work by the Gorgon warrior known as Gremlock, new paths were made and the hotspots of the forest were reclaimed.
    Recommended Level: 1-15

    • The Clearing - This is a clearing in the Osperian Forest that was discovered by the warriors of planet Solaris shortly after their return. It isn't certain how it got there, or who cleared the area, but it's turned into a resting spot for tired travelling warriors. What's odd is that even after the Second Flux occurred, it still has a Qual'lotus Stone (Core Stone) located in the center of it.
      Recommended Level: 1-10

    • Camp Elmore - This camp was built by Balthazar Silverberg near the some ancient ruins of a long forgotten temple of pre-flux times. All are welcome here, especially Lunarians. It is a very small camp site, with only a few tent-like structures and a couple of small wooden huts. There are usually torches surrounding the area at night time and a small bonfire at the center of camp.
      Recommended Level: Any

  • The Guardian Caverns - This is a massive cavern that Krauser Killener discovered while trying to find a new resting place for the remaining stone birthing tablets of the long destroyed Guardian Temple. After scouting the entire cavern out Krauser decided it would be a very safe place to store the guardian tablets and it is now their new home. It is very dark and cold inside the caverns.
    Recommended Level: Any

  • Neo Vegonia (Solaris City Ruins) - This is the area where the once great Solaris City fell from the sky and was nearly obliterated. Many bits and pieces remain in this area as well as the dome, which was left completely intact after the crash. It is believed by some of the remaining warriors that Grey Fenrir and his dark Brotherhood reside in this area.

    Many of the internal structures of the city were crushed, but large skeletal structures still remain standing in many areas. The Brotherhood of Anguish claimed and rebuilt many structures and the city has somewhat turned back into a functional, albeit sinister, civilization again.

    After spending years rebuilding and redesigning much of the ruined city, Grey Fenrir renamed the once proud Solaris City to “Neo Vegonia” in hopes of returning the ancient Vegonian civilization to some of its previous glory. It would seem that Grey Fenrir may have planned this from the very beginning.
    Recommended Level: 50+

    • The Crimson Claw - This is the favored pub of many of the Brotherhood’s members. It is kept very dark inside, illuminated faintly by the glow of a few sparse torches. It reeks of the scent of blood and other ominous odors. Overall, the tavern is the epitome of shadiness. Only the most wretched of the Brotherhood can be found within its walls as the higher order of assassins wouldn’t be caught dead inside.
      Recommended Level: 60+

  • The Plains - This is a massive field of tall weeds and grass. It contains many different forms of life, one of the most notable being a small furry creature native to the new world which likes to bounce into the air to look around occasionally. Some warriors have admitted to using them for target practice because of their incredible numbers and annoying behaviour of popping up and spraying innocent travelers in the face with a foul smelling liquid. The plains stretched for hundreds of miles in every direction and have yet to be fully explored. Being so vast, the area tends to be very eery during the night.
    Recommended Level: 10-20

  • Xhan Tarn - Xhan Tarn is a massive stretch of beach that runs along the northern border of the Inner Ocean, a large expanse of water that leads to the even larger Outer Ocean.

    Xhan Tarn is one of the few areas of the Planet Solaris to have been left relatively unharmed by the Second Flux. Though the coastline follows a straighter line now instead of enveloping the Inner Ocean, the beaches remain mostly tranquil, complete with wind blown dunes that can get as high as forty feet. The Osperian Forest lies along the northern border of most of Xhan Tarn.

    In Pre-flux times, Xhan Tarn was home to many types of carnivorous plants that lived in both the shallow waters of the inner ocean and the border of the Osperian Forest. However, those plants are widely believed to be extinct, as one had not been encountered for several years before the Second Flux and have yet to be encountered in the present age.

    A monumentous battle between Krauser Killener and an unknown foe once turned a solid quarter mile stretch of the beach into solid glass when Krauser fired a seething ball of plasma at his opponent, the heat of which melted the sand into a finely baked, slightly rose-tinted glass. Over the years, the glass was broken down by the endless ebb and flow of the tide, but chunks can still be found, even 10,000 years after the Second Flux.
    Recommended Level: 20-30

  • Mar'Thuul Swamp - This is a swampy area that was located by Krauser Killener shortly after the warriors returned to the planets timeline. The reason for the name is not known by anyone but Krauser, and it is uncertain if any other warriors have ventured out as far as this dark and murky place.
    Recommended Level: 20-30

  • The Wastelands - It appears that sometime after the Second Flux occurred, and before the warriors of planet Solaris returned to the planets timeline, something very dramatic occurred in this area. It seems an explosion took place that literally vaporized much of the planets surface in this area. Over time the sands returned but there seems to be a dark energy present which prevents life from growing in the area.
    Recommended Level: 30-40

    • On'aruu Crater - It isn't for certain how it happened, but this massive crater wasn't located anywhere on Planet Solaris before the Second Flux. It is approximately two hundred kilometers in diameter and one hundred kilometers deep. It is constantly bombarded with fluctuations in the weather, as well as harsh lightning storms that randomly form. The area around the crater was also completely devasted for hundreds of miles.

      The entire area is littered with energy radiation usually found when incredibly powerful warriors self destruct. The further towards the center warriors get, the odder reality seems to get for them. Things appear in this crater that wouldn't normally be seen on Planet Solaris. This includes strange alien towers, various statues never seen on Planet Solaris anywhere before, and further towards the center of the crater, the front half of a rusty old 1977 Ford pickup truck, part of a street with roadsigns, and half of a red barn from planet Earth. The warriors that have made it all the way to the center have found absolutely nothing... but occasionally there have been reports of voices, as well as a hazy shrouded figure randomly appearing near the center. All in all, this is an incredibly eerie area.
      Recommended Level: 30-40

  • The Divine Spire - Supposedly, eons ago, a goddess descended to Solaris from the heavens. The spire, built in her honor, was a gift from her to this planet. It survives the many earthquakes and pratfalls of the planet due to (some say) the goddess' soul and energy being imbued in the very stone. Also, this is supposedly why people of good alignment return to this point after dying, if... they own a Dawnstone. The inhabitants of the surrounding lands, a superstitious lot, have affectionately named the recently classified stone a “Goddess' Tear”, for the goddess mourns her fallen warriors, and with her love, they are reborn anew. (Read “The Death Guide” located in the rules for further information.)
    Recommended Level: 5+

  • Laboratory of the Ancients - Supposedly this small island is the home of an ancient laboratory designed and built by the Circle of Arc thousands of years ago. The Circle of Arc was the original order founded by Dakon Killener in the beginning of Solarian history. It isn't for certain what lies within the walls of this ancient laboratory, but is it believed it is the location where the original Elders of planet Solaris experimented on the native creatures of the planet when they first arrived. Some have believed that it could hold the secrets of the True Solarian Genome, Solaria Core, Orkavian Giants, Elder Temple, Qual'lotus, Perma Tarn, and maybe even the location of God's Altar and the Pillars of Noma. It could possibly be one of the most sought after areas in the history of planet Solaris.
    Recommended Level: 80-90

  • Kel'Djorn Isle - This isle is the home of a rather unique anomaly on the planet of Solaris. It is rather large, and the anomaly affects not only the isle itself, but the water surrounding it, as well as the sky above. It is this single point on the planet where everyone is equal. No magic can take place, and no warriors abilities will function regardless of how much power they have in the world of Solaris. The land is barren, no plant life, no wild life, just a long stretch of white sand. It could very well be the perfect place for warriors to truly test themselves against each other. It's easy to reach, warriors with the ability to fly can fly straight to it, but not over it. Warriors cannot teleport onto the island, as the anomaly prevents them from reappearing. They usually end up just outside the anomalies grasp in the water around the island. Energy sent towards the island, out of the handicap zone, simply vanish when they reach the anomaly. No one knows what causes it, or why it happened, but it's out there. Warriors who fall on this island don't dissolve like everywhere else, because of this, there are skeletons of various races scattered all across its white sandy surface. At one time, this must have been a fairly popular place for battles.
    Recommended Level: Any

  • The Infernal Chasm - The chasm was originally a large pitfighting arena, one where the toughest of the toughest fought... and always to the death. After millenia of battles, gallons after gallons of blood spilled, and corpses piled upon the sides of the arena, the anguish and malice of those slain came together to form a dimensional rift. In this dimensional rift... there exists stones, Duskstones, that resonate with the dimension in question. It seems that a duskstone, when activated, will always return to the chasm, even if that owner is deemed deceased by Solarian Law. (Read “The Death Guide” located in the rules for further information.)
    Recommended Level: 5+

  • The Remembrance Glade - When the elite Lumione Therion died, his body released massive amounts of energy over the course of several days. He spent most of this time in the Wastelands, isolated from the more populated areas of Solaris, as the energy pouring from him could have dangerous effects on the citizens of Solaris. The energy soaked into the land and sky, and into the very fabric of reality. Strangely enough, just days after Lumione passed away, a small section of the Wastelands where Lum's energy was most concentrated began to change. small plants began to sprout, the soil was saturated with minerals and nutrients, and over the course of several weeks, a glade grew. The vegetation is similar to the Osperian Forest, and the glade is only a few hundred meters wide, but like a desert oasis, it is visible for miles in any direction, and offers a safe, clean, and refreshing place to rest for any warrior lost in the Wastelands. A small spring is located in the center of the glade, fed by a bubbling creek that originates someplace underground. The trees cast a gentle shade in the day and a comfortable canopy at night, and many types of wildlife have repopulated the small glade.
    Recommended Level: Any

  • Uulemner Trench - This is the deepest point in the oceans of planet Solaris, being roughly 537,000 feet to what is believed to be the very bottom. It is one of the few things the remained the same after the Second Flux occurred. It is believed that it didn't change due to the flux energies primarily affecting the surface planets surface and very little of the ocean depths. It is named after the scientist who discovered it, Jerryn Uulemner. Dozens of probes were sent into the depths of the trench, none of which ever returned. The final transmitted depth of each probe was almost exactly 537,000 feet on each mission. The trench has never been studied thoroughly.
    Recommended Level: ?

  • Lon'Sek Roe - Data corrupt...
    Recommended Level: 90-100

  • Kazarial Desert - A massive area of desert that was named after the old Kazarial Desert of Pre-Second Flux time. It has yet to be fully explored, and probably won't be. It's incredibly hot in this area of the planet and most warriors aren't powerful enough to deal with it's horde of predators, such as the sand lurkers and sand worms.
    Recommended Level: 30-40

  • Dragon's Den - Dragon's Den is the name that is given primarily to the caverns deep within the large mountain range south of the Kazarial Desert but it can also refer to the mountains that the caverns permeate. The Dragon's Den mountains generally divide the hemispheres of planet Solaris in this region. Long before the event known as the Second Flux occurred, the Elder God Draconis once made his home in the caverns of these mountains. That, combined with the higher than average dragon population, gave the mountains their name. It is within these mountains that the great flying warcity Manark crashed to the ground during the Great Wars.

    The Dragon's Den cavern was at one time the hiding place of many of planet Solaris' greatest treasures. Its naturally deadly terrain, fearsome beasts, and maze-like corridors were augmented by man-made traps and hiding places, making it possibly the most dangerous location in Solaris. However, this has not stopped many brave souls from seeking boundless fame and fortune in the encroaching darkness of the caves. It is believed that down one of the den's many tunnels, there lies an ancient city full of dragonkin. This is however protected by a powerful red dragon that only allows those whom he sees fit to enter.
    Recommended Level: 30+

    • Kelthuron's Chamber - Kelthuron is a red dragon of colossal proportions that protects the entrance to the Manark City Ruins. This chamber is filled with gems, gold, silver, precious metals and armors, as well as lost weapons... and the remains of warriors who were deemed unwelcome in the city and refused to leave, or those who tried to steal from the stash. Kelthuron is known as "The Lord of the Thunderwings" as he is their leader and even though he rules over them, he never leaves his chamber and protects the city at all cost. Kelthuron's power is unknown.
      Recommended Level: 40+

    • Manark City Ruins - Long before the Second Flux occurred, it was the second floating city built in the year 1459. It was badly damaged during the event known as the Great War and crashed shortly after the war ended. In Pre-Second Flux times its remains were located somewhere in the mountain range of surrounding the Dragon's Den in the southern hemisphere of the planet. When the Dragon's Den was recently discovered yet again, so were the ruins of the city. Many years after the Great Wars ended, roughly a thousand or so of a mutant race known as the Duraphines inhabited the ruins of the city. However, when the Second Flux occurred and the city was struck but the flux energy, all of its locals were vaporized, being too stubborn to flee.

      As it turns out, the ruins are now the home of a large colony of Dragons known as the "Thunderwings". Even though the city was left as ruins and damaged horribly, the Thunderwing brood restored some of its functionality when they took up residence. It now has many things, including a tavern and inn as well as others. The entire city is ran by the dragonfolk of the brood. The Thunderlings range in all shapes, sizes, colors, and types of dragonkin. They are rather kind to those who enter their city, because they all know that only those who Kelthuron allows can enter, and he would never endanger his own kind.
      Recommended Level: 50+

    • Thunderwing Lair - Data corrupt...
      Recommended Level: 60+

  • Undiscovered Territory - Data corrupt...
    Recommended Level: ?

  • Perma Tarn'Rah - This is a small moving island, only sixty or so feet in diameter, that has only one structure on its surface. This structure is a metallic gateway with a blue spiraling portal indefinitely twirling in its center. This portal is believed to take travelers into the place known as Perma Tarn.

    Perma Tarn is a mythical location thought by many to be inhabited by the spirits of the dead. Perma Tarn literally translates as "Perfect Land" from Ancient Solarian. Many believe it to be the home of Noma, supreme creator of the Nomaverse. Though it is believed that a living being can travel to Perma Tarn through Perma Tarn'Rah, the fact that no one has ever returned from a trip through the portal tends to minimize attempts to do so.

    Whether an individual who has travelled through the portal can leave or doesn't want to leave is a subject of much debate among the religious scholars of the ages. It is logical to conclude that a being would not wish to return from a land of perfect bliss and eternal happiness. Conversely, it is also easy to believe that a place like Perma Tarn would exist outside of the normal flow of time and space, making a return to the same point you left impossible. Finally, many believe that what lies on the other side of Perma Tarn'Rah is not the Perfect land, but simply another planet or realm, a terrible and dangerous place from which no one has ever returned.

    Because of the lack of evidence, the facts of the matter may never be known. While the end result of a trip through Perma Tarn'Rah is unknown, many hard facts have been discovered. The location of Perma Tarn'Rah has been confirmed as lying near the equator of the Planet Solaris (please note that the rearranging of the planet due to the Second Flux may have relocated the portal). Therefore, the portal has been confirmed to exist. It has been positively identified as a portal, but unlike many portals, it is not possible to track its weaving path through the continuum.

    At least 145 explorers have traveled through Perma Tarn'Rah, the most recent of which was Hauer Killener, son of Krauser and Delaria Killener.
    Recommended Level: 50-60

  • Island of Flames - This is a large volcanic island on the edge of the outer sea. The island is full of volcanic vents and caves but is completely void of any form of plant life. The island was protected during the Second Flux by a shield of fire that completely covered the island. The shield was created by the first phoenix, literally known only as "Phoenix", of Solaris to protect the a few of the bird like races. Now it is said that this island is where birds goes to be reborn every 1,000 years by diving in to the lake of fire in the center of the island.
    Recommended Level: 40+

  • Nu'Tauhn Forest - Named "Nu'Tauhn" forest after it's inhabitants, this forest is lush in plant life and also the home of the remaining Nu'Lath which are a race of plant-like creatures that can take humanoid form. Over the years the Nu'Lath have become very protective of their remaining numbers and only very powerful warriors should travel to this area. The Nu'Lath and their warrior counterparts, the Nu'Titans will attack just about anyone who enters their domain.
    Recommended Level: 40-50

  • Suhmahlahrohn - This is the home of the entire Aqualarion race. The Suhmahlahrohn is a colossally sized aquatic creature that roams the Inner and Outer Oceans of Planet Solaris. It is estimated that the creature is nearly 40 kilometers in length, and several million tons in weight. Even though the creature is so extremely massive, it is but a tadpole in the oceans of planet Solaris.

    It isn't for certain when the creature first appeared on Planet Solaris, but it had never been seen until after the Second Flux occurred. It is believed that the event may have awakened the creature, or possibly uncovered a large cavern that it had been hibernating within for thousands of years.

    The creatures inner body cavity is so incredibly spacious that it became the host of the parasitic Aqualarions. It actually houses an entire city without having any known physical side affects. The Aqualarion structures are made of natural materials that are consumed by the Suhmahlahrohn as it swims through the oceans and are built along the lining of the creatures innards. Most of the structures are built within a large air tight cavity, but some can only be traveled to by swimming through portions of the creatures internals.

    Because of the location of the Suhmahlahrohn, most warriors can't reach it. Those that are able to are greeted happily by the friendly Aqualarions, but quickly find themselves feeling very drained do to the very low oxygen levels inside the creatures body cavity. The little oxygen the creature does contain is produced by plantlike formations growing along it's body cavities inner linings.
    Recommended Level: 40+

  • Nichodemus - The Nichodemus is a large ship once used by an ancient Solarian named Captain Mazer Tillen to explore planet Solaris many thousands of years ago. Captain Tillen was a renowned scientist and adventure, equal parts scholar, rogue, and swashbuckler. He and the Nichodemus traveled far and wide over planet Solaris, in search of both knowledge and treasure...until one day, when Tillen left and simply never returned.

    Three thousand years later, Lum discovered the Nichodemus in severe disrepair, beached on a small, floating island. The island had only one structure, a portal of some kind, but Lum was more attracted to the ancient ship. He explored it thoroughly, restoring enough damaged systems that he was able to bring the ship back to the beaches of Xhan Tarn and sequester it in a small sea-cave. The ship remained there, functioning as Lum's home and laboratory, among other things.

    Lum left the ship there during the second flux, where it was mostly safe from the terrible energies of the catastrophe. Though Lum had to search for quite some time to find the cave and the ship it contained, eventually he did and once again returned the vessel to a mostly working state.

    The ship is well hidden but should one stumble upon the vessel, the ships many energy and ballistic cannons will track the visitor. Should the visitor trip any alarms or make any aggressive actions (attempting to force entry into the vessel, attempting to disable or destroy any ship systems, etc, etc) the cannons open fire with force enough to destroy any but an elite warrior.

    The ships sensors are capable of reading life, bio, and energy signatures and identifying visitors, allowing certain visitors access to approved areas of the ship. The vessel was once a warship, but was refitted by captain Tillen to better suit its role as an exploratory vessel. The ship has cramped living quarters for a crew of twelve, two separate science laboratories, and a large engineering section, which contains the ship's primary computer banks and power core. The bridge has a number of computer consoles, including control panels for the weapons, navigation, and other ship's systems.
    Recommended Level: Any, must be accompanied by Lumione Therion

  • Orkavian Highlands - This is the northernmost point on Planet Solaris. It is a frozen wasteland and home to some of the largest mountains on the face of the planet. The area is so harsh that only the most powerful warriors can withstand it. It is believed that there are several caverns located in the mountains of this region that house the resting bodies of the colossally-sized Orkavian Giants. The giants were built thousands of years ago by the Circle of Arc, the original group of Elders that made the planet what it is today. There purposes are not known, but it is almost certain that they could be used as weapons of mass destruction if they fell into the wrong hands. For a very long time it was believed that there were only three in existence, but the remains of several others were located in various regions over the years... one of which rested almost completely restored in the belly of Solaris City just before the Second Flux occurred. Another was reanimated by Oobu Killener, but later banished by Krauser Killener using the Chaos Gem when it was used to attack Solaris City. It's whereabouts are now unknown. It is believed that those that lie in wait in the Orkavian Highlands are the true originals that had been built by the Elders themselves.
    Recommended Level: 80-90

  • The Desolate Region - This is the southernmost continent on planet Solaris. It is covered completely by a thick layer of snow and ice. It is by definition a cold desert because it is completely devoid of liquid water and has very little life. The temperature can range from -115 degrees Fahrenheit in the middle of the Solarian winter and as high as 20 degrees Fahrenheit during the Solarian summer. It snows almost constantly in The Desolate Region, and in some areas the layer of snow has been found to be over two kilometers in depth. This isn't the best place for unprepared travelers to wander as the cold can be deadly. Other than the cold weather, there doesn't seem to be too many dangers here. This area does contain a few secrets though, and it is now the home of Cloud Nine’s crash site.
    Recommended Level: 20-30

  • Cloud Nine - This is the home of Krauser Killener, and his remaining family. It was designed and built by Krauser many years ago, before the Second Flux occurred, when Krauser first became and Elder in the Circle of Arc. Krauser built Cloud Nine on a small planetoid which was located in a cluster of planetary rubble (from the destruction of Planet Nidoria) which was known as the Outer Banks by the Western Solarians of past planet Solaris. He named it Cloud Nine because he designed it to be his very own, perfect home. Many years later, after the Second Flux and the disappearance of their son, Hauer Killener, Delaria and Krauser had a scuffle and the entire structure fell from orbit and crashed down in southern Solaris.

    Even though it crashed down, the history of Cloud Nine has been very interesting. At first it started out as a small dome structure on the side of a planetoid, but over the years, and with almost constant work, Krauser restructured it into a very complex series of wings (A to E) which were built straight down into the planetoids surface. It is equipped with everything from the most advanced Solarian technology straight from the now destroyed, Solaris City of the past. Even technology from Arc (the home of the Elders) was eventually worked into its design. It is equipped with a medical facility, a large biodome filled with animal and plant life from various eras of planet Solaris' history, and a large engineering bay filled with many of Krauser's inventions ranging from a machine that binds similar weapons and armors into other similar weapons and armors, making them much more potent, to a machine that restores the lost memories warriors who were unfortunate enough to lose them. There's even a machine that can actually transfer the essence of one being into the body of another. Being a Watcher and having the ability to alter time, slowing it down, speeding it up, and even stopping it completely for himself gave Krauser the ability to do years of work to Cloud Nine without actually taking years to do it.

    It isn't for certain whether or not Cloud Nine contains any weaponry, but one can imagine that it probably does. There are many secrets held within the walls of Cloud Nine, and to protect them, Krauser developed an incredible security system that is built in tiers. The farther one gets into the system, the harder it gets to bypass and to get back out... alive. Before it crashed, very few could reach Cloud Nine as it was inaccessible to almost all of planet Solaris' inhabitants. Now days it rest quietly buried somewhere in The Desolate Region, still mostly in one piece and still the home of the remaining Killener family members.
    Recommended Level: 60+, or those invited by Krauser Killener

    • The Biodome (Level D) - This is the largest area of the Cloud Nine superstructure. The only inside that appears artificial in any way is the entrance that leads back to the elevator. From the inside it is nearly like standing outside on a warm sunny day. The artificial lighting appears copies Alpha and Omega’s (Solaris’ binary star system) positions throughout the day and night while generators built into the dome’s ceiling provide artificial atmosphere and weather. It can be warm sunny one week, cold and raining the next. The entire dome is rather huge, and has plenty of room for a large variety of plant and animal life from past and present Solaris.
      Recommended Level: Any

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