WORLDS
Across the 2 trillion+ -year-old cosmos of Zea's and Tarxhan's cinematic universe, panspermia has gradually maximized life's abundance. Sheer time has diversified life and amplified its effects, leaving behind ruins of ancient galactic powers in an unpredictable starscape.
Explore the worlds of the Adventures of Zea!
A single child of a medium-yellow sun, Iunn spins dizzyingly fast beneath its thin skies, including daytime starscapes and two moons. Zea, Ouy, and Ygo call lonesome Iunn home, making their decisions to leave their world all the more daunting.
An interstellar prison and trade hub, Purgator is a desolate, highly developed world pinned between two larger worlds, Ferno and Zzard. The local Firelings of Ferno and the Icelings of Zzard have struck a precarious truce on this shared moon, where their AI creations have developed their own independent interstellar law enforcement agency.
In a wilderness of jungles and swamps, ferocious predators stalk among the enormity of foliage. The Trigonogs, a frog-like people fascinated with triangles, cling to the tree tops and scour the globe for triangular geological anomalies that may be portals to other worlds...
Caught in a deep schism between the old faith and the new, the technologically augmented Numerlings are divided between those who believe numbers feel manipulation (the Awdlings) and those who think otherwise (the Eevenites). Their only bar from war is the virtual world they have engineered, a battlefield every bit as real as the one beneath their feet.
In the wake of the apocalyptic demise of a powerful and ancient civilization, deceivers known as Mage Lords have risen to claim divine power using the artifacts left behind by the ancestors. While most fall into subservience, a smoldering rebellion seeks to educate the masses and undermine the Mage Lords' iron grip.
Having decided, several generations ago, to party all night, the Exciteling people constructed a magnificent "disco" in the sky that reflects daylight onto the night side of their world. Having lost touch with their circadian rhythms, this world of entertainers and audiences faces a collapsing infrastructure and enormous motivational hurdles.
A world of spring and winter, Saia hibernates through long elliptical winters to be reborn anew as the giant forests soak up the melting oceans. The anthrocyanins, a people struggling to feed a growing population, have done all they can to increase yield, but their forgotten role as pigment sources for plants must be re-awoken before the blight consumes the globe.
Among rugged mountains and hadean caverns, two estranged peoples duel for supremacy in a gamble to control sunlight. While their conflict rages, the age-old sun-stones that power their civilization grow dim, and their biosphere comes under threat of new energy sources from the underworld. Meanwhile, monstrous Gravotheres and the Dread Driller tribes vie for control.
Once a lush tropical wetland world, Krezlon suffered a desertification that left its diverged descendants in a bitter struggle for control of the oases. One group, the Evlon, inherited these sheltered havens, while the exiled Lvaen seek their share of Krezlon's remaining fertile lands. While spiritual leaders urge for reunification, their war threatens the fragile balance of the desert.
Long ago, a prime artifact controlling the laws of motion split into two halves and became isolated to opposite corners of Locomon's globe. A pair of mutually sapient species, the Sistahs and the Mandahgs, must now find a way to reunite the artifact between the estranged societies of the Akathisians, Dystonians, and P'rrayah.
Three interdependent species of sapient life form have developed a hierarchy in which some body parts have stature above others. Their symbiosis must be recovered before war tears them apart.
A terraqueous globe, Myr'nautilôn's stormy seas rise with the tides of neighboring planets. In a great trench in a whirlpool sea live a shadowlike people, the Sol'yn. Their shallow seas counterparts, the Lid'yn live in the sunlit days. A brotherhood of diplomatic dragonriders, the Hydrobrachians, face an interstellar invader, the Droom, oil-blooded lifeforms vulnerable to water. Their war poisoned the seas with oil blood, leaving the resistance to the remaining Sol'yn, Lid'yn, and Hydrobrachians.
On a lonely planet three times dusted by nearby Supernovae, flora and fauna extract heavy minerals strewn throughout deep soils. The sapient inhabitants of Parugon include the Lanthanoids and the Actinoids, two peoples at sixes and sevens over mass mining that threatens their biosphere. They must recognize the value of wild things that sustain them with life-giving gemstones or face extinction.
At the edge of its star's habitable zone, Somnia slumbers in a gathering ice age. The Somnian people are nowhere in sight, for they have escaped into dreams, while their planet cools. Their survival will depend on their willingness to awaken to face reality.
In the depths of interstellar space lurks a living orphan planet. Imortaluese lifeforms feed on geothermal energy and illuminate a fragile biosphere, scarred by a war between the sapient peoples of Immortalu, those who live in the dark, the Shadolings, and those with bioluminescence, the Glolings. A third race, the Greylings have divided themselves between the light and the dark.
A relic of the Architects maintains a blue sun, preventing a supernova. After billions of years, its stewards have all but forgotten their ancestors, knowing them only through myth and fear. The temple where the Sun Key wavers toward unalignment with the blue sun shrouds a mystery guarded by a sphinx of legend