Vulpi Hassani (Vul-peh Has-san-ee)

Vulpi Hassani is a terrestrial planet in a red dwarf star system of the same name, deep in the Voidrealms' expanse. This world is the third planet of that system, orbiting between a pair of rocky, inner worlds and the scattered remains of a shattered gas giant. Both inner planets are common sights in Vulpi Hassani’s twilight skies as yellow and red stars. The remains of the gas giant? A colorful smear against the northern sky.
 
This planet is the most habitable in the system and home to the Felox. It’s a world of lush, giant purple fern-forests and yellow-orange grasslands that stretch between tall, frozen mountains. It has two moons and a faint, braided blue-white ice ring system.
 
The closest moon of Folah, or Fennilk’s Eye, is a constant silver-yellow orb in the night sky. It’s smaller neighbor, a moonlet called Bengil, is a former comet that was captured eons ago. This smaller moon is the one responsible for the glittering ice ring that also orbits the world.

Geography

Vulpi Hassani is a water world, with broad oceans and seas covering much of its surface. Among these are four major continents and a single shattered continent around the equator. The largest, which is one of the two northern continents, is Olera which is home to many of the civilizations on Vulpi Hassani. Its neighbor, Thuflo, is smaller but boasts its own thriving population as well.
 
Northern Vulpi Hassani
Northern Continents of Vulpi Hassani
 
South-Southeast of Thuflo, across the dark cobalt blue Kwasti Sea, lies the tropical region of the Tegrea Islands that forms a belt around part of Vulpi Hassani’s equatorial zone. Though not as densely populated as the northern lands, these islands host their own robust settlements with a thriving trade.
 
Tegrea Islands of Vulpi Hassani
Tegrea Islands of Vulpi Hassani that form an island belt around the world's equator.
 
Hundreds of miles over the Komoko Ocean, south of the Tegrea Islands, are the last two continents, Lupora and Iko. These are ancient lands, overgrown with primeval fern-forests and dense jungles. They are mostly unexplored but contain mysterious ruins of ancient settlements, far older than any northern civilization. Explorers routinely try to penetrate the harsh climate and terrain to the oldest ruins far inland.
 
Southern Vulpi Hassani
The ancient, southern continents of Vulpi Hassani
Type
Planet
Location under
Inhabiting Species
Common Animals and Creatures
  • Chanio
  • Gelatinous Shadow
  • Mic-he
  • Taloit
  • Common Plants
  • Snap trap
  • Notable Locations
  • Kit Macrotis, city of glittering knives
  • the Silversilk Temple of Fennik Afari in Redevis
  • Burning Clouds city high on the slopes of Lonepeak
  • Residents

     
    The local creatures and native life on Vulpi Hassani is never what it appears. From wildlife to the dominant intelligent species of the Felox, what may seem innocent, is often nothing of the kind.
     
    Gelatinous shadows stalk the darkness. Predatory feline taloit wander fern forests alongside herds of the massive reptilian chanio. Orange-yellow snap traps bloom on the sides of rotten trees, waiting to snap its barbed petals shut around the plant’s next meal. Meanwhile, the colorful, and poisonous, mic-he lounge along riverbanks to bask in the dark, brick red sunlight.
     
    This is the deadly world that the Felox, or ‘Fox folk’, call home. The Felox inhabit some portion of all major continents and islands. Cities of mosaic tiles and colored glass gleam in the dull, red, perpetual twilight of the planet’s sun. Most of their settlements are along the rivers or coastlines. Some, such as Kit Macrotis, lie further inland in the foothills along the Chinka Hedhu Mountains, the tallest mountains in the world. But the latter is more the exception than the rule.
     

    Society

     
    A deadly dance of envy and subterfuge is the way of life for communities across Vulpi Hassani. This makes the concept of a formal ‘government’ a tenuous, fragile thing. Which means only cities have a structured government to manage a settlement and its surrounding region. This would be what the Felox cultures call a “Council of Five”.
     
    A Council of Five is a group of leaders from the five most powerful houses within a particular city or region. They craft, debate, and codify laws on taxes, trade, legal currency and more. These ‘houses’ are often clans or extended families, but it isn’t uncommon for a ‘house’ to be an alliance of merchants. In that case, it’s a group of merchants who have banded together against a powerful rival. Often this is an influential, or wealthy, extended family in the city.
     
    Membership in a city’s Council of Five shifts yearly, as the influence of a particular house improves or declines in the public view.
     
    Reasons that might happen vary. Assassination of council members is quite common, but so is public humiliation through the sabotage of a rival’s plans for the city. With a case of sabotage, the locals don’t look kindly upon the person who was sabotaged. To Felox cultures, a leader who isn’t prepared for sabotage may not be fit, or that enviable.


    Cover image: Vulpi Hassani runrise by CB Ash using Midjourney

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