VZSciFi Composition
The Orellian System -- An Overview
Last Updated: 27 April 2000

Consisting of five worlds with several locales on each for the Avatars to explore.
These worlds can be accessed by spaceships but this is just one means of travelling to the Zone’s other planets: for those Zoners unwilling to purchase a spaceship, a unique travel tube links all the planets and moons from Space City, the initial site.
The orbital 'spin' of these planets is minimal, although they still move around the system's sun. The tubes system connecting all gobes adjusts and moves to reflect those orbits. To a visitor who was only planet side for a short time, days and nights would seem incredibly long in comparison with Earth's.

Aqua
A water world, tilted at an odd angle to suggest it was once knocked out of its planetary spin to account for the lack of much surface land.
The population lives beneath the waves in spherical 'housing' with its spaceport situated on one of the few larger islands. Access to the domiciles is by tube.
Principal trades: Marine agriculture and fishing, tourism
Indigenous intelligent species: Amphibious 'dolphin like' beings

Vulka
Blasted by sandstorms and wracked by volcanic activity, Vulka is not exactly a hospitable world. Traces -- the barest fragments -- of a long-dead civilization suggest this was once a proud world before it was moved closer to the system's sun. It appears the original inhabitants were not the race which began to build the Dyson Sphere.
The settlers on this planet live in thermally-protected domes and other dwellings, their shiny exteriors reflecting harsh heat.
Principal trades: Mining is the main source of income on this world, where volcanic activity has created some of the hardest naturally-occuring minerals in explored space
Indigenous intelligent species: None, although miners often claim to have sighted strange beings in their workings. These could be just hearsay or something more...

Harvax
A jungle world, fresh and young where reptiles still rule. The vegetation is lush and wild, with seasons stretched between cruel winter near the poles and mild summer for much of the rest of the planet all the year round.
The buildings of the settlers here are strong but functional, and life is a constant battle against an angry nature
Principal trades: Animals as exotic pets, agriculture
Indigenous intelligent species: Reptilian hominids, with a stone age culture just beginning to expand into something more. Evidence of some agrarian agriculture but essentially hunter gatherer. Contact is kept limited and all Human settlements are protected by null fields to prevent the larger reptiles damaging dwellings. Sometimes they work, sometimes they don't.

Orell
The first planet to be colonised in the system after the arrival of the Dauntless. Its main habitation is Space City, location of the two 'Tubes' linking this world to all others in the system. The location of Space City was compounded by the presence of gateways to other dimensions and times, with more being unlocked as scientists discover more of the workings of the ancient alien technology.
Principal trades: As the focus for the 'tubes' which bind this strange system together the planet is inevitably the nexus for all economic and political activity.
Indigenous intelligent species: None

Charan
It is always winter on Charan but it is beautiful world for all its harshness. Thanks to its proximity to Orell, tourism is a prevalent business here.
Principal trades: Winter sports
Indigenous intelligent species: Primitive hunter gatherers -- possibly mutations

Technos
The planet most distant from the system's sun, this is a completley artificial world, the jewel in the crown of a long-dead civilization whose empire, it is believed, once spanned many star systems. Technos is a mecca for technology junkies. Every new discovery could mean a fortune for the lucky finder and research teams from all the multi-globe industries are permanently stationed here. New discoveries are being made every day -- gadgets, software and other items, some which we can only begin to guess the use of.
Technos also features a huge hyperspatial tunnel generation system which it is believed will enable access to other star systems.
Principal trades: Technology and antiquities
Indigenous intelligent species: None

The Moons of Technos
These are also artificial constructs, positioned so as to protect and observe the exterior shell of the main world. These form a powerful defensive grid and it is well known that the Orellian military have teams exploring these for potential use for combat training, weaponry etc. Companies have taken over the maintenance of some of these planetoids and charge huge fees for access to their secrets...


Universe Background -- Dyson Spheres Information -- The Orellian System

Orell: Space City --

The 'Skyhook'

Aqua: Argo --

Vulka: Smith's Landing --

Technos --

Charan: Cicely --

Harvax: Chaross --