Tetractys

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Geographical features
Tetractys is the only continent of planet Froso that occupies almost half of the planet’s northern hemisphere. The rest of the planet consists of a vast aquatic area and a small number of scattered islands. Froso has a similar atmosphere to Earth, with the only –and significant– difference being the amount of carbon dioxide in its composition. The main features of the planet are:


 * Surface area of Froso: 122,000,000 sq km
 * Surface area of Tetractys: 29,500,000 sq km (23,500,000 in the northern hemisphere)
 * Length of a day on Froso: 24 hours
 * Length of a year on Froso: 1,405,980 days (approximately 3,852 Earth years)
 * Froso's axial tilt away from its Sun’s axis of rotation: 89.8 degrees
 * Atmosphere composition of dry air (excluding water vapor):


 * Oxygen 22%


 * Nitrogen 75%


 * Argon 2,7%


 * Carbon dioxide 0,2%

Climate
Seasons on Froso are completely different from seasons on Earth, due to the 90 degree angle of the planet’s axial tilt away from its Sun’s axis of rotation. The hemispheres of planet Froso take turns in pointing directly at the sun every six months (half year for each hemisphere). The biggest part of Tetractys covers the northern hemisphere of the planet, and so the continent is steadily facing the sun during the summer; in winter it lies in complete darkness.



In the season that your journey takes place:
 * The sun is vertically overhead to the North Pole of Froso
 * The North Pole of the planet is in the centre of the circle (as seen in the climate/geographic data map given below) with the equator underlying its circumference
 * The sun stays in the middle of the sky throughout the 24hour day, and as players move towards the circumference the sun can be seen going down (at the equator the sun is positioned exactly on the horizon)
 * There is no night-time in any of the map’s locations
 * Temperatures are very high in the centre of the map (North Pole) and are gradually decreased as one moves towards the equator (from 60 degrees Celsius in the centre to -30 degrees Celsius in the outskirts of the circle, based on the area's altitude or its the proximity to the sea and the sea currents)
 * In the biggest part of the continent (more than 2/3 of the land), temperatures may vary between 0 to 40 degrees Celsius.

Water vapor is significantly increased as one moves towards the centre of the map, causing frequent storms and wild hurricanes in the Inner Sea thus making nautical journeys away from the coastline extremely dangerous. Despite the humidity and the heavy rain, the centre of the continent is covered by vast deserted areas, due to the extended corrosion of the soil that’s caused by the extreme temperature variations between summer and winter. The short -but heavy- rains allow the growth of short-lived vegetation and succulent plants and cacti with thick leaves. The coastlines of these areas (and frequently their mainland as well) are often hit by destructive hurricanes, which render those areas uninhabitable.

Tetractys consists of four big peninsulas: the Aurora, the Northa, the Longa and the Gelida peninsula. The boarders between the peninsulas are defined by their respective canals, which are narrow enough so that one can have a view of the Inner Sea as well as the ocean from specific positions.

High and steep mountain ranges run through all four of the continent’s peninsulas. The roof or Tetractys lies in Northa, on the right edge of Lenokonoko; Lenokonoko is the biggest mountain range that runs through Aurora and Northa with a maximum altitude of 11,240 metres. The high mountain ranges create a natural obstacle against the humidity that comes from the Inner Sea, leaving big areas of the continent relatively arid and deserted.

In the next climate-zone, around the centre of the map, the climate remains warm and humid with less variations and milder hurricanes and storms, which lose their strength while heading towards the mainland. The biggest part of Aurora’s mountain ranges is orientated vertically in relation to the Inner Sea, allowing the development of fertile fields and valleys between them. Aurora and the Great Valley of Northa provide the most suitable areas for settlement. Half of the human-like population and 20% of the non-humanoid races of Tetractys are settled in Aurora.

An equally humid and fertile climate is found in the Great Valley and the Inner Valley of Northa; from the coastlines of Longa to the Twin Mortal Path; and on the shores of Gelida that are washed by the Inner Sea.

An interesting change of climate is observed in the Twin mortal path, i.e. the part of Longa that’s connected with Gelida. This part consists of many mountain ranges that are washed by the Inner Sea and the only warm waters of the ocean. These characteristics result to a humid continental climate with high temperature variations and constant sunshine and rain alternating.

The biggest deserted area is found in the inland of Longa. This area is called Vast Waste and covers more than 1/10 of the total land; the climate of Vast Waste is rough, with few rainfalls and corroded ground due to the lack of vegetation. Two more big and deserted areas are found in the centre of Northa, and are separated by a short fertile mountain and its valleys.

The areas of Tetractys that are situated in the outer circle of the map are the darkest and coldest of all other areas; based on altitude, their climate may vary between temperate, continental and alpine.

The areas around the equator are always frozen. Large icebergs appear in the biggest part of the ocean that surrounds the land, except for the Tsitata gulf between Aurora and Northa as well as the outer coastline of the Twin mortal path. The biggest part of the ocean covers the south hemisphere (and it's frozen).

The majority of Locums and non-humanoid races of Tetractys (as well as 1/10 of the continent’s remaining population) is settled in Northa, Longa and Gelida (mostly in Gelida).




 * The north hemisphere of planet Froso


 * The south hemisphere of planet Froso

The 30 realms of Tetractys
Tetractys is divided into 30 realms, based on the locations of the 30 ancient travel gates (teleportation gates) that serve as arenas in the current era. The reason why these gates were built in specific locations remains a mystery to this day. Meanwhile, the technology of the era during which the gates were created has been lost; only occasional findings can give hints on why those locations where chosen, without providing substantial answers.

To revisit the map of the northern hemisphere click here.

The map demonstrates the 30 travel gates; the main mountainous areas; the deserted and weathered landscapes; and the big rivers and ocean currents of Tetractys. The bright sections of the map indicate the position of the sun. Sunshine is decreased as one moves from the centre of the map towards the circumference, however the sun remains visible throughout the 24hour day; as a result, no night-time periods occur in any of the map’s locations. The climate of Tetractys is extremely diverse, and may vary between being:
 * a desert climate
 * a savvana climate
 * a tropical wet
 * a wet temperate
 * a temperate
 * a humid continental
 * a tundra climate
 * and semi-polar climate

These climates are detected in the above order, as one moves from the centre of the map towards the circumference. The climate of Tetractys is predominantly temperate and continental; as for the travel gates mentioned above, they are located in the areas characterized by this climate.

The travel gates of Tetractys are still in good function, although no knowledge is preserved with regard to their technology. The most amazingly weird fact is that they continue to function without undergoing any sort of repair or adjustment. The admiration of the Tetractians towards those miracles of technology was so big, that they decided to build the arenas of Tetractys right where the travel gates are situated.

Each realm of Tetractys has 1 arena. For the human-like tribes of the continent (especially for the 3 most populated ones), the arenas represent sacred places. Long before the prophecy and global peace were established, the arenas were used as places where tribes would demonstrate their fighting skills. Today the arenas are guarded by Mother Locums, whose job is to keep away supporters of the counter-prophecy (like you).

12 regions in each realm
Every realm is divided into 12 regions. Dim-bo-o has positioned 1 Evergreen Locum in every 3 regions, to guard the area. Evergreen Locums are weaker and less efficient compared to Mother Locums; however, they possess the ability to be reborn, which renders them immortal and invincible. The remaining areas are guarded by Anon Locums, noticeably weaker creatures. More details about Locums can be found here.

Your journey: From the first realm till the ends of planet Froso
Players begin their long and difficult journey with an aim to free every arena of Tetractys from Mother Locums. During the expedition, and in order to move from one realm to the next, players must
 * Complete a number of mini-tasks that will allow them to travel from one region to another
 * Defeat at least once each Evergreen Locum that blocks their way
 * Reach the local arena and prevail against the almighty Mother Locum that guards it

Players must also succeed in reaching the equivalent technological era of the realm that they’re at (see Technological evolution). If they wish to, players can also move back to previously visited realms and regions.

The joy of the journey is fully revealed as players move further into the realms of Tetractys. As the expedition unfolds, so do the challenges; however, the rewards from a successful performance are increased as well, empowering players in their efforts to defeat and send all Mother Locums away from Tetractys. Each step towards a new realm brings players closer to the final showdown and their deliverance, when Dim-bo-o will be defeated and the counter-prophecy "Don't give peace a chance" will finally come true.

The Locum family
Apart from the three human-like tribes of Tetractys (Pi-raits, Zom-bees, Nin-zzas) that form the majority of the planet’s rational beings, and some small human-like races, Tetractys is also home to a number of non-humanoid beings that are commonly known as ‘Locums’, i.e. agents or representatives. This name was created by the people of Tetractys, and was given to these creatures due to their friendly relations with Dim-bo-o. In their own language, Locums are called Riko-roko-riki-ro, a phrase that refers to those who do not weep when the sun descends into the horizon, and is inspired by their endurance against the cold winter nights of Tetractys and the cold darkness of the Crystalline Years. Locums are divided into the following categories:

Lofty Locums

Lofty Locums are the most ancient branch of the Locum family tree; they are the most imposing and powerful of all Locums, and possess the ability to grasp on their opponents’ weaknesses and fears thus adjust automatically their fighting technique whenever they need to. Based on these features, the Tetractians decided to name them Lofty. The only drawback for Lofty Locums is their speed; they are extremely slow, a fact which, combined with their relatively small population, makes it hard for them to have a strong presence in the biggest part of the continent. Lofty Locums possess a rare quirk in the way they are reproduced: their offspring is usually male or female, however they can occasionally give birth to a third, hermaphrodite gender; this gender demonstrates great differences in relation to its ancestors and is known by the name Mother Locum.

Mother Locums

The name ‘Mother Locum’ was created by the Tetractians, inspired by the Locums’ reproductive system. Mother Locums are hermaphrodites; they can become mothers and breed offspring, without the existence of two different partners. In the Locum language Mother Locums are called hor-had-kihor-mihad', which means 'a hundred children and thousands of grandchildren'. Mother Locums are mighty creatures; they maintain part of their ancestors' supremacy and, in contrast to Lofty Locums, they are quick-witted and whimsical'. The offspring of Mother Locums can be either male of female; their physiology is extremely different compared to their mothers’ and they possess a unique feature, which has given them the name of ''Evergreen Locums. ''

Evergreen Locums

Evergreen Locums are one-of-a-kind creatures in the fauna of Tetractys. Each Evergreen carries an egg inside its body; this egg is fully grown and lies there from the moment an Evergreen is born. The material from which these eggs are made and their structure makes them unbreakable and resistant to fire, ice and hits. When an Evergreen Locum senses mortal danger, it transmits its soul energy to the egg and deconstructs the rest of its body. After some time, and provided that the danger has passed, the egg breaks from within to reveal a new Evergreen that looks like its predecessor. The significance of this rebirth lies on the fact that the new creature is more powerful compared to the previous one. Evergreen Locums can be reborn countless times, provided they are in danger. Female Evergreens can mate with male Evergreens in order to reproduce, however their offspring is not an Evergreen but an Anon Locum.

Anon Locums

Anon Locums are the descendants of Evergreen Locums. They do not possess any of the Evergreen Locums’ features and are infertile creatures that can neither produce offspring nor leave their mark on planet Froso. This inability has inspired their name, both in the language of Tetractys (Anon, meaning Anonymous) and in the Locum language (Noro-korono, meaning without a mark). Anon Locums are considerably weaker that the rest of the Locums; some powerful Anons can be found in the farthest of realms, however they do not possess any feature that makes them stand out from the rest of the Locums.

Jester Locums

Jester Locums (or just ‘Jesters’) were once Lofty Locums who evolved into a different species and separated themselves from their relatives early on. This evolution created a joyful and cheery type of Locum, with poor fighting skills, who moves around in big group formations in order to secure its protection. Thanks to their population, Jester Locums can face most of their opponents successfully; however, they become easily disheartened during difficult battles and flee the battlefield as quickly as possible in search of shelter.

Dim-bo-o
There are few things known about Dim-bo-o (let alone visible facts). Dim-bo-o is considered to be an ageless creature, a primitive sample of the course of evolution on planet Froso who chooses to always inhabit the pole that lies in complete darkness. This creature has seen countless periods of prosperity and decadence and is known to the Tetractians as Abat-jour, due to his inability to be exposed to sunlight. The few times that Dim-bo-o or Abat-jour needs to come to the light, he makes sure to walk around in a full-body, cylindrical costume. In the ancient language of Tetractys, Dim-bo-o is used to describe those who have seen the sun a thousand times but never stared at it. For some unknown reason, this reference is made in plural form.

Dim-bo-o being an ageless creature explains the refrain that’s repeated whenever his name is mentioned: Dim-bo-o doesn’t need to think now, because Dim-bo-o has seen everything.

Dim-bo-o’s burning desire is to bring world peace to Tetractys. It is assumed that, if he succeeds, the ongoing cycle of prosperity and decadence caused by the alternating climates on Tetractys will come to an end. Dim-bo-o has not reached this goal yet, although he has attempted many times in the past. This time, however, he is more determined and organized than ever; he has already laid the foundation for the successful establishment of global peace, which consists of the so-called prophecy of revival and the allocation of powerful Locums around the 30 arenas of Tetractys.

Someone, however, is about to ruin his plans.


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