Geographical features dump article

The Weltan system and the planet of welt are home to unique geographical features.
=== Extra Planetary features ===
Concern the unique features of the Weltan System.
==== The Austral Stone ====
A prison on a meteor resembling an idyllic ranch countryside.
==== Dimensional bubble ====
Sometimes Dalmer may stumble into a dimensional bubble, where they suddenly appear, with no knowledge of self and no other person to interact with around (IE, other Dalmer, animals, aI, other races), however in these cases, normal physics apply, the victim still remembers things such as nationality, race, social etiquette, mannerisms, speech and tool usage but no recollection of self and the acute sensation of being watched. Certain aspects remain, such as pre recorded messages and streetlights to more unnerving aspects of life such as boiling kettles and lit cigars. Time seems to have stopped in the bubble however, but day and nights still cycle, and clock towers still chime to signify hours passing.
an entirely different type of dimensional bubble has the victim visit his past (along with inaccuracies born from forgetfulness or nostalgia), with similarly no memory of who he is.
When the victim leaves the bubble, he regains his identity, as well as recollections from his time in the bubble. How one leaves the bubble is unknown.
Dimensional bubbles sometimes make entire buildings full of people disappear for several days before re-appearing suddenly.
=== Planetary features ===
Concern the unique features of the planet of Welt.
==== Poison desert ====
Surrounds a carbon lake. Created by experimentation on the fumes of a dragon to create siege weapons.
==== Overworld ====
Landmass not tethered to Surfaceworld land masses. Technically, any land mass floating above sea level is considered an Overworld landmass.
==== Underworld ====
Space found underneath the overworld. Technically, a cave is considered the Underworld. Scholars debate that the underworld only concerns areas with no access to the surfaceworld.
==== Twilight zone ====
Time period between the rise of the sun over the horizon and the set of the sun on the horizon. Lasts roughly an hour at rise and set. 
==== Planetary modification phenomenon ====
A purple storm that creates zombies, alien terraforming plot, an inhospitable landmass. the area has a lower gravity. the landmass is plagued with acid rain that melts down with the force of sulfuric acid that conducts electricity very easily, ruining metal and causing phototoxicity in the plants. the storms seemingly simple form to the east of the landmass, goes across it, and then vanishes when reaching the other side of the landmass. the storm gets its color from electrically charged argon. 
The story of the hellscape landmass is the story of failed terraforming efforts by an alien race. the dalmer eventually escaped, but swore eternal vengeance on the aliens. they eventually manifest as a giant seemingly combusting with a great horned helmet and an enormous sword. the giant destroyed the landmass with its twilight sword capable of firing streams of lava. the alien was only invoked when the other races on the landmass used its eternal fire as a power source. 
==== Strats ====
Welt has strats, in fact what is known as Welt is simply one of the layers of the hollow planet. Above welt is simply a naturally formed dyson sphere that lets in a little light from cracks in the surface, some spill endless amounts of water, some gleam with magmic light. 
Whether this sphere is a solid or simply an amalgam of the innumerous asteroid fields that surround welt is unknown. 
It is known that Welt is hollow, but what resides within them is still unknown until their technology develops to drill deep enough. 
Each "star" is in fact a hole in the Collander, as such constellations are very powerful sources of magic, which can be bestowed to those born under them (i.e. when they are closest to the sun that powers it further). Each constellation lasts one month, and a season is composed of 4 months. The thirteenth constellation has no specific date and arrives chaotically, replacing the original constellation for unknown reasons. The dalmer somehow found out how to manipulate the constellations to choose whichever birthsign they desire, and the perks that come with it.
Magic is simply star dust, concentrated by the skyholes and constellations, then the power is refined by standing stones and finally sent to special collection wells 
==== Stargazing ====
Stargazing is useful for understanding magic in Welt. Magic comes from the sun, the moon and the stars. Orreries and observatories are built all around Welt to research the sky, in a practice known as skybreaking research. Skybreaking research is to create star maps with constellation glyphs, oculeries use crystals to display multidimensional maps of the cosmos. These machines also served as guides to powerful magical artifacts and sources of magic.
Standing stones: channel the radiation of particularly powerful constellations (with a high concentration of stars). Each stone corresponds to a certain constellation and a measure of time, equal to a month. The month corresponds to a birth sign for those born during these time periods, which is the name of the constellation. Standing stones hum, the hum is tonal programming that turns into code when nearby a Dalmer device. The device will then receive a unique perk for the user. This is a way for the Empire to give cheap birthday presents to users.
==== Underground Forest ====
Some nature oriented Dalmer enjoy wildlife so much that they create extensive underground forests complete with wildlife and local fauna that has adapted to cave life, sometimes these forests are so expansive that the more automated settlements consider them natural resources and set up logging and wood care programs in these forests.
==== Planetary Acceleration ====
Sometimes the planet of Welt randomly accelerates, with days lasting half as long, the wildlife adapts rather easily to this. Cyclones become much more dangerous during these events, water levels decrease and increase dramatically along the equator, sometimes submerging entire races. The equator becomes a ring of fog and constant rain, effectively cutting off the two hemispheres. 
==== Oceans of Welt ====
Welt’s oceans are oxygen rich, the water being nearly 30% richer in dioxygen, which explains why such gargantuan creatures such as Gigacetidae and Hibernating whales can exist. Why the oceans are so rich in oxygen is unknown however.
==== Knife Rain/ Needle rain ====
Phenomenon where ice shards the size of knives plummet to the ground with deadly results.
==== Limnic explosions ====
Rupture of underwater CO2 depots cause massive clouds of CO2 to erupt to the surface of water, causing waves tens of meters tall of blood red water to crash onto the shorelines. This is only the first part, the second part is that the massive CO2 release asphyxiates every living creature in a large perimeter. This is believed to be the cause of some extinction level events in Welt. these events happen every few years
==== Random resuscitation lightning ====
Self explanatory weather phenomenon.
=== Geographical features ===
====Bridge Communities====
Given their location, bridges are mostly used as habitation, as they have only two areas to defend. The lower area of the bridge is used for transportation, known as the Tubes.
====Storm in a stone====
Often kept in craters and released for special occasions such as droughts and heat waves. These stones are created naturally through poorly understood weather mechanics.
==== Spawning pools ====
A lake of red liquid from which spawn entities, these spawning pools are common in Welt and seem to be biological accelerators. the pool defends itself by using tentacles, it can create elemental golems seemingly at will. 
Exploring the lakebed revealed a tunnel to a previously unexplored area. In the area the nights are 28 hours long and days are 43 hours long. The area is devoid of plant life save for mold everywhere and its magnetics are out of sync with the rest of Welt. The area features moss that shrivels in the sun, soaking moisture in the night, a river of liquid carbon dioxide, and the ground absorbs 99% of rainwater upon contact. To further the mystery, the entire area is surrounded by an iron wall. 
Skinlands 
A 1 million square kilometer organism that lies flat on the earth. It feeds via photo and chemosynthesis but doesn't grow past its adult size. when they are born, they are a mere 10 square kilometers. They tolerate certain species of plants and animals to live on them, but some species are not tolerated, and the skinlands immune system will react. The skinlands body will send specialized cells to destroy interlopers.
Other cells exist to serve the skinland, like red blood cells, they will collect sunblisters and send them around, they will harvest lung trees, remove waste (which often form the typical mountain border of the organism).
==== Inflatable sand ====
A sand that emits lighter than air gas when pressured. This sometimes creates gas pockets in beaches which can be very dangerous. Eating the sand causes the user to float, sometimes very far away.
==== Hopping hills ====
Rise and fall at a rate of 2m/s
==== Shimmer radiation field ====
Alien in origin, these fields are torched without prejudice, they originate from asteroids
==== UUC Pyramid ====
The Dalmer were inspired by sea pyramids to create undersea pyramids where UC’s would reside, powered by undersea wind power plants. These UC’s would serve as autonomous submarine base overseers or autonomous unit commanders if catastrophic events on the surface required them to serve in that capacity. 
* The Sea Pyramids defend themselves using octopus like robots.
==== Thorn fields ====
Often can stretch for miles across, cities are sometimes built above them for the protection they afford. Cactusfeld is one such city. 
==== Mines ====
Dalmer owned mines are simply the crash land of a meteorite that they excavate. 
==== Subna ====
In the far reaches of the brine seas of the expanse, there exists a zone of land where ecosystems only live inside massive volcano craters, and the rest of the land around it is barren and only home to microscopic organisms and giant sea monsters. The lands around the craters are seas of brine rife with the suspended corpses of unlucky creatures who died swimming through the thick brine hoping to feed. The giant sea monsters who live in these brine oceans use roarlocation to find prey and often have two means of feeding. The first is traditional filtering of plankton and microscopic organisms to feed, and eating 
==== Mist sea ====
The surface is completely covered in 20 cm of water vapor. This is because of thermal vents at the bottom of the sea reating the temperature difference with the surface. The Mist sea has uniquely adapted predators who prey on the many species of bird who stay on the surface, and some even attack boats.
==== Fire fountain ====
Pits of fire that form at the surface forming arcs, these are used as an accessible source of extreme heat without the hassle of digging deep into the ground to find sources of heat.
==== Junk river ====
Monsters lurk in the river, as do mermaids who mate with any who come across, spraying their victims with tar before devouring them. These rivers are constantly used as a source of materials.
==== Loot bay ====
A sea off the coast of Liptic where ships often freeze over and break into icebergs. These icebergs contain loot, and are thawed by flamethrower squads.
==== The Shallow Sea ====
The largest lake found in Dalmeran, is several hundred miles across, but only forty meters deep at its lowest point. The water is near transparent in this lake.
=== Misc locations ===
Bloody Bay
The bloody bay is a coastal area 900 meters below the surface where the seafloor is very deep and ground temperatures near 70°c making exploration near impossible. However there are protrusions of land that can be traveled one to another by platforming. On these protrusions live the infamous vampiric creatures. The protrusions are bathed in twilight, that is a deep red at all times of the day. The reason for the adaptation of the sea life into a vampiric existence is because of their habit of feeding almost exclusively on the sea slug and snail populations of the area.
The dalmer developed an addiction for a particular type of enzyme created by a species of sea slug, which they harvested en masse. The problem was that the over farming of the sea slug perturbed the ecosystem. This caused a rival species of sea snail to become endangered from competing with the over abundant slug population. 
The creatures of the ecosystem, who fed on these slugs then had to adapt by hunting larger prey. The city where this trend was developed was ultimately attacked by armored combat divers who fell prey to the sea creatures who developed vampiristic methods of feeding. Leading to the area being known as the bloody bay.
Omicron: A clockwork city that is run by a rogue AI, Omicron is the original launch site of the Aethership
Orphic Isles: Near the Independent isles
Boats Landing: Northernmost settlement of the Orphic Isle, and unofficial hub for naval trade.	An important trade hub, and the place of several industries such as lava pipelines to the independent Isles, as well as the beginnings of a tunnel to the mainland.
Independent Institutions of the Orphic Isles: The Central banking, administrative, and government seat of the Orphic isles	Due to its proximity with the Naesru Cathedral, the eastern side of the city is destroyed and exposed to the air, the exposed part was that the exposed parts were food cold storage units, that were constantly used by the autonomous robots, due to the fact that this food wasn't consumed, the automata continued to build these storage units on an entirely new, underground level, causing over the years an enormous complex of thousands of storage units.
The Glimmer 
Highgard: The Capital of the Glimmer, Highgard is also known as Kingsrest, and is the original development site where the High King invented warp technology, as such, all units and buildings that are warped in are from Highgard or the Glimmer.
The city stretches for killometers, and was divided into a number of tiers, with transport platforms providing transport between the various levels. Its skyline is dotted by thousands of spires, and illumination crystals light up during the night. Observers, sentries, and other security drones patrol the city.
The city is built on a mesa that makes it essentially impervious to ground attack. The obelisks generate an electromagnetic field powerful enough to impede airborne units from maneuvering nearby.
The city is composed of a central hub, with 7 outer tiers, each maintaining a specific aspect of the Aether Webwork
==== The Range ====
Altar of Braids: The Cult of braids is more of a fashion statement than an actual religion, it glorifies the growing and maintaining of luxurious beards and hair, shunning more practical approaches to capilar hygiene.
Aronkin: A clanhome of miners and metallurgy related industries, thriving from the riches from Mongus and Stonewall, although it lays claim to Brightness lasting and the Maerinspice autonomous factory in an attempt to control the trade economy of the Range, thus creating an unknown legal precedent about the independence of autonomous factories.
Hurricane Forge: The Hurricane Forge is the birthplace of the Necromizer technology, as well as the Vox Nullifier, before the disappearance, it was an autonomous factory that produced miner automatons and spare parts for various uses, most of these miners were sent either to Stonewall or Mongus to extract metals.
Doorpen: A clanhome of engineers and high technology industries, who often but heads with the Aronkin clan for trading rights in the Range.
The Domain:
The League of Towns: the central-central-middle section of the Cartographers Arrays Map (CAM), contains the most settlements, this section is known as the Domain, or the Protectorate of Plome
Category:Geography
Category:Geographical Feature
Category:Dump Article