The Red Triplets

They are not a part of any of the other mainline stories, but I have been putting some time into these characters so I decided to post about them.

The triplets started off as a red color variation of Sheshai the Purifier’s 3D model (at first nicknamed Sheshai-Hen, basically ‘Red Sheshai’), but they developed their own personalities over time.

The have a few anomalies separating them from regular Gwils. They don’t age and have narrow slit eyes and sharp teeth. Gwils are normally herbivores, but not in this trio’s case.

Baku on the left is the energetic, outgoing one. Bayzil in the middle has a quiet, mystical aura about her, and has a curse that requires her to wear a mask over her eyes. On the right…

…is Biri, the laid back and somewhat nerdy one, who also happens to be a butcher that takes her job quite seriously, as you can see by her gear.

Sha Rephart Island Pics

Adding on to the outside of the North Circle – a set of magic fueling stations for Voidplane vessels to charge their “batteries”. Even the massive Obmunjalae can stop here to top off.
Changes to the city docks. The light projection over this section is now a full hexagon shape instead of a half hexagon, and a frame goes around the outer edge to support it. This frame is also adorned with the national symbol. The port of entry building has changed a bit, and there is a spire on the roof that acts as an anchor point for the projection’s center point.
Added some detail to the inner courtyard of the apartment hexagons that sit at the top of the residential districts. Note that the light projections block light instead of emit it in one direction, so it appears that the area underneath then is dim. The effect is weaker at the edges so you can see extra light bleeding through around the perimeter.
An updated full view of the island. You can see a new circular path inside each of the social districts now, going off the style applied to the apartment courtyards.

Sha Rephart North Circle

The North Circle is the largest expansion of Sha Rephart island. Its central feature – literally and figuratively – is the Generator. This device absorbs large amounts of potential magical energy from the Voidplane and transfers it to an array of storage crystals enclosed in two rings of spheres. That energy can then be transferred into nodes within the island’s core or into vessels. There is a element of instability with this mass absorption of magic, which is why there is a large gap surrounding the Generator.

Outside of that gap is the largest park in the nation. It includes national botanical gardens as well as community gardens that citizens can apply to get a personal growing plot in. There are a trio of triangular bipyramids off to one side of the circle. These may be purely decorative.

And because it’s available, here is another shot of the entire island.

Shots of Sha Rephart Island

This view centers on the Residential District. The entrance to the Night District is on the far left, adjoined by the city wall. The city rail loop sits between the wall and the main house rows. Some new streets going between the house rows were added this version, each parallel to a rail station. The blue projections of the Social Districts and the gold projection of the national capital are seen in the back.
A view of Beach Island. There is a new building complex accessed from a long staircase seen on the left.
One of the city docks. The building in the middle is the port of entry into the city where arrivals and departures are screened.
A view from the entrance of the Night District looking back towards the city’s center. The twin stairways of the rail station are in view, along with a prototype of the vehicles that traverse the tracks. Behind is one of the new roads in the Residential District. These have stairs that travel up the terraced house rows. This particular road leads all the way up to one of the main complexes of the Social District.

Sha Rephart Island

Well, it’s been over ten years since the last time I made a post about Sha Rephart’s main island, though I have been working on it here and there.

The island is the core of Sha Rephart (“The Nation”). The structure bathed in golden light at the center is the national capital. It is surrounded by a fortress. The six lighter blue hexagons and the three-pointed areas between them make up the Social Districts. Adjoining those are the Residential Districts, made up of numerous rows of stock housing and four apartment complexes. Two Industrial Districts occupy the trapezoidal areas between the four gaps (and right now don’t really have anything in them), with the city docks attached to them on the east and west ends. A transport rail circuit and the city wall loop around the other areas.

Some expansions have been added to the island over time. To the northeast is a fountain (which needs a lot of further development). To the southeast is the Night District, a nocturnally themed sister to the main social districts.To the southwest is Beach Island, a massive attraction due to the rarity of large bodies of water on the Voidplane. To the northwest is crescent park and a large walled circle of void (its purpose to be determined).

Expect more details on areas of the island soon.

Obmunjalae: Kinetic Engines and the Magic of the Voidplane

The Voidplane is a place saturated with magic. The most common applications of the power to defy the physical rules of the universe are based on manipulating elementary components of reality. The most commonly mastered types of these are thermal energy, light, electromagnetism, object manifestation, and kinetic energy. Specific applications of these are often classified into elements such fire, lightning, water, blade, and wind, especially when they are used in combat.

So a random thought crossed my mind last night. Why do the Obmunjalae’s engines use air propulsion like an Earthly jet plane instead of utilizing direct kinetic magic?

The twin nacelles attached to the back of the vessel are its main propulsion. In the picture you can see that I changed them to be symmetrical on the front and back, removing the previous air outlet nozzle. The engines work by inducing magical kinetic energy directly into a material that is highly sensitive to that kind of magic. One added benefit of changing how the engines function is that they could be capable of reverse movement now.

I’ll have to consider if the openings for the lateral engines still serve a purpose. Perhaps the kinetic impulse generates waste heat that has to be vented. This also means I’ll probably have to update the Voidskimmer vessel again. I made complicated air inlet/outlet ducts on the sides, and now I have to consider if they are unnecessary.

Council Lord Kemadrel

Kemadrel is one of the three Council Lords of Sha Rephart. Like the other two Lords, they are an immortal native to the Voidplane. They are also known as the most personable of the Lords, and are often found visiting with citizens as they wander Sha Rephart island on their free time. They also act as a leader of the Sha Rephart military force, though in an unofficial capacity.

Kemadrel is a member of the Voidplane native race called the Tanteru. One trait of this race is that they are quadrupeds. Kemadrel has to wear special leg and back braces in order to stand upright, and has mechanical gloves to overcome the limitation of their paws, most importantly the lack of opposable thumbs. They decided to go through the trouble and discomfort of using these prosthetics to better fit in with the majority of mortal immigrant races.

So… apparently the image above is the last version previously posted of the character, quite likely around the time when I set this website up over ten years ago. Oh boy, the Sharpheart page is in dire need of a major revision.

I wound up removing the fangs, mainly because… why would an immortal being that does not eat need teeth? Another shared feature being applied to the Voidplane natives is they do not have noses or nostrils. They do have mouths though they do not need to breathe. They can inhale and exhale for the purpose of speaking and have a sense of smell (though not taste) in their mouth. Kemadrel’s eyes are also now shaped to be more like those of the Lurin such as Council Lord Lunark.

Eventually I have to update the third Council Lord’s look. They are of a dragon-like race that needs a Voidplane native makeover.

Obmunjalae: Bathing Pools

It just didn’t seem right for this luxurious vessel to lack a place to bathe in style. However, the placement of pools was tricky. It would not have been structurally sound to place heavy bodies of water in the suspended upper floors alongside the guest rooms. The pools are placed within the hangar along the wall by the elevators. It’s a little awkward for them to be in the hangar, but it was the only place that worked. Along with the privacy curtained pool (left in the picture), there are two shower stalls, two changing stalls, and a restroom.

Of course, to maintain symmetry, there are four pool sets, two on the obverse side and two on the reverse. The two pools on top of each other have slots in the bottom so they actually share the same mass of water, which naturally distributes itself evenly between the two sides.

There is also some new wall/ceiling decorations, the arches of purple slats that resemble the roof of the Obmunjalae’s home base.

A view of the inside of the pool. The person in the water is Tisi, a member of a new and as of yet unnamed race of immortal Voidplane natives with an aquatic affinity, hence the placement here.

Obmunjalae: Machine Room

The machine room is at the back of the Obmunjalae vessel. The two prominent machines found in here are the crystal core assembly and the primary air propulsion engine. The central tower that reaches to the ceiling is the air inlet for the engine, connecting via the horizontal tubes to the pair of nacelles on the outside that provide the vehicle’s forward thrust. Two smaller towers draw power from the crystal core for distribution to the various pieces of magically powered equipment and lights throughout the Obmunjalae.

On the right of the picture, behind the cabinets, is a redundant set of the pilot’s controls. In case of maintenance or emergency, the ship can be controlled from within the machine room.

New to this iteration of the room are the aforementioned power distribution towers and pilot’s controls, more details in the crystal core, a second floor deck, grated flooring, and some adjustment to the two bridges that cross over the horizontal tubing. Here’s an image of that sparser room from earlier on:

Obmunjalae: dining and hanging out

The area that was previously designated as a sort of lounge in the back section of the vessel has annexed more territory and upgraded to a dining room.

A wall that separated a small lobby and the lounge area was removed. There are pillars remaining from that wall, which you can see in the middle of the picture. Two side rooms that are now off of the dining room instead of off the main hallways have been designated as kitchens.

Due to the sloping ceiling in the dining room section, a dividing wall has been added (the violet line with the two bumps) so people won’t bump their head. Two kitchen storage spaces fill in the awkward corner spaces.

The hangar now now has a lower ceiling. Instead of having a full floor filling in the space above, there is an open framework.

Included in this space are catwalks and a ‘hidden room’ which is above the large circular logo and light ring. These are accessed by what used to be a 4th floor balcony overlooking the hangar.